Form of presentation | Articles in international journals and collections |
Year of publication | 2021 |
Язык | английский |
|
Kugurakova Vlada Vladimirovna, author
Sakhibgareeva Gulnara Faritovna, author
|
Bibliographic description in the original language |
Sahibgareeva G.F, Kugurakova V.V., Branched Structure Component for a Video Game Scenario Prototype Generator//CEUR Workshop Proceedings. - 2021. - Vol.3066, Is.. - P.101-111. |
Annotation |
The task of automating the routine work of computer game writers, narrative designers, set forth
in earlier works, has been continued in the presented work. The issues of visualization of branching
narrative structures of computer games are considered, the analysis of various approaches to
visualization of the plot and other important components of a video game, such as, for example,
automatic balancing of quantitative parameters, is carried out.
The paper presents the chosen technological stack and gives specific solutions for storage in the
form of a structured scenario, allowing the generation of continuing story branches and testing the
narrative prototyping stage using the automatically generated text novel. |
Keywords |
Interactive storytelling, computer games, game script, visualization, branched structures,
graphs, narrative prototyping, script prototype, GPT-2, ruGPT3, python, Unity |
The name of the journal |
CEUR Workshop Proceedings
|
URL |
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85122702449&partnerID=40&md5=1dc942356f163ec9d6b1f75f7b663cab |
Please use this ID to quote from or refer to the card |
https://repository.kpfu.ru/eng/?p_id=262222&p_lang=2 |
Full metadata record |
Field DC |
Value |
Language |
dc.contributor.author |
Kugurakova Vlada Vladimirovna |
ru_RU |
dc.contributor.author |
Sakhibgareeva Gulnara Faritovna |
ru_RU |
dc.date.accessioned |
2021-01-01T00:00:00Z |
ru_RU |
dc.date.available |
2021-01-01T00:00:00Z |
ru_RU |
dc.date.issued |
2021 |
ru_RU |
dc.identifier.citation |
Sahibgareeva G.F, Kugurakova V.V., Branched Structure Component for a Video Game Scenario Prototype Generator//CEUR Workshop Proceedings. - 2021. - Vol.3066, Is.. - P.101-111. |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/eng/?p_id=262222&p_lang=2 |
ru_RU |
dc.description.abstract |
CEUR Workshop Proceedings |
ru_RU |
dc.description.abstract |
The task of automating the routine work of computer game writers, narrative designers, set forth
in earlier works, has been continued in the presented work. The issues of visualization of branching
narrative structures of computer games are considered, the analysis of various approaches to
visualization of the plot and other important components of a video game, such as, for example,
automatic balancing of quantitative parameters, is carried out.
The paper presents the chosen technological stack and gives specific solutions for storage in the
form of a structured scenario, allowing the generation of continuing story branches and testing the
narrative prototyping stage using the automatically generated text novel. |
ru_RU |
dc.language.iso |
ru |
ru_RU |
dc.subject |
Interactive storytelling |
ru_RU |
dc.subject |
computer games |
ru_RU |
dc.subject |
game script |
ru_RU |
dc.subject |
visualization |
ru_RU |
dc.subject |
branched structures |
ru_RU |
dc.subject |
graphs |
ru_RU |
dc.subject |
narrative prototyping |
ru_RU |
dc.subject |
script prototype |
ru_RU |
dc.subject |
GPT-2 |
ru_RU |
dc.subject |
ruGPT3 |
ru_RU |
dc.subject |
python |
ru_RU |
dc.subject |
Unity |
ru_RU |
dc.title |
Branched Structure Component for a Video Game Scenario Prototype Generator |
ru_RU |
dc.type |
Articles in international journals and collections |
ru_RU |
|