Högskolan i Skövde

his.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Developing a modular extendable tool for Serious Games content creation: Combining existing techniques with a focus on narrative generation and player adaptivity
University of Skövde, School of Informatics.
2018 (English)Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
Abstract [en]

A large part of any game development process consists of content creation, which costs both time and effort. Procedural generation techniques exist to help narrative generation, but they are scattered and require extensive manual labour to set up. On top of that, Serious Games content created with these techniques tend to be uninteresting and lack variety which can ultimately lead to the Serious Games missing their intended purpose. This paper delivers a prototype for a modular tool that aims to solve these problems by combining existing narrative generation techniques with common sense database knowledge and player adaptivity techniques. The prototype tool implements Ceptre as a core module for the generation of stories and ConceptNet as a commonsense knowledge database. Two studies have been conducted with content created by the tool. One study tested if generation rules created by commonsense can be used to flesh out stories, while the other one evaluated if adapted stories yield better scores. The results of the first test state that adding rules retrieved through common sense knowledge did not improve story quality, but they can however be used to extend stories without compromising story quality. It also shows that ideally, an extensive natural language processing module should be used to present the stories rather than a basic implementation. The statistically insignificant result of the second test was potentially caused by the compromises taken when conducting the test. Reconduction of this test using real game data, rather than data from the compromised personality test, might be preferable.

Place, publisher, year, edition, pages
2018. , p. 59
Keywords [en]
content creation, procedural narrative generation, modular tool, player adaptivity, adaptive narratives
National Category
Computer Engineering
Identifiers
URN: urn:nbn:se:his:diva-16231OAI: oai:DiVA.org:his-16231DiVA, id: diva2:1249905
Subject / course
Informationsteknologi
Educational program
Serious Games - Master's Programme
Presentation
, Skövde (English)
Supervisors
Examiners
Available from: 2018-09-24 Created: 2018-09-20 Last updated: 2018-09-24Bibliographically approved

Open Access in DiVA

fulltext(1066 kB)199 downloads
File information
File name FULLTEXT01.pdfFile size 1066 kBChecksum SHA-512
78e040db7a00d038dc2abdc096f6dafd838696144219140f275084e2e617c067d59b3e9b292e149561fa91c0f77c7eff1734e12e9f4d998139b8dc17b096eaf7
Type fulltextMimetype application/pdf

Search in DiVA

By author/editor
Declercq, Julian
By organisation
School of Informatics
Computer Engineering

Search outside of DiVA

GoogleGoogle Scholar
Total: 199 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 664 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf