Natural Language Generation for descriptive texts in interactive games
Context. Game development is a costly process and with today's advanced hardware the customers are asking for more playable content, and at higher quality. For many years providing this content procedurally has been done for level creation, modeling, and animation. However, there are games that...
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Blekinge Tekniska Högskola, Institutionen för kreativa teknologier
2014
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ndltd-UPSALLA1-oai-DiVA.org-bth-56512018-01-12T05:13:52ZNatural Language Generation for descriptive texts in interactive gamesengEliasson, ChristopherBlekinge Tekniska Högskola, Institutionen för kreativa teknologier2014Procedural content generationqueststext generationgame developmentComputer SciencesDatavetenskap (datalogi)Context. Game development is a costly process and with today's advanced hardware the customers are asking for more playable content, and at higher quality. For many years providing this content procedurally has been done for level creation, modeling, and animation. However, there are games that require content in other forms, such as executable quests that progress the game forward. Quests have been procedurally generated to some extent, but not in enough detail to be usable for game development without providing a handwritten description of the quest. Objectives. In this study we combine a procedural content generation structure for quests with a natural language generation approach to generate a descriptive summarized text for quests, and examine whether the resulting texts are viable as quest prototypes for use in game development. Methods. A number of articles on the area of natural language generation is used to determine an appropriate way of validating the generated texts produced in this study, which concludes that a user case study is appropriate to evaluate each text for a set of statements. Results. 30 texts were generated and evaluated from ten different quest structures, where the majority of the texts were found to be good enough to be used for game development purposes. Conclusions. We conclude that quests can be procedurally generated in more detail by incorporating natural language generation. However, the quest structure used for this study needs to expand into more detail at certain structure components in order to fully support an automated system in a flexible manner. Furthermore due to semantics and grammatics being key components in the flow and usability of a text, a more sophisticated system needs to be implemented using more advanced techniques of natural language generation. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-5651Local oai:bth.se:arkivex0C0276EA3546A427C1257D0400431E2Aapplication/pdfinfo:eu-repo/semantics/openAccess |
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Procedural content generation quests text generation game development Computer Sciences Datavetenskap (datalogi) |
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Procedural content generation quests text generation game development Computer Sciences Datavetenskap (datalogi) Eliasson, Christopher Natural Language Generation for descriptive texts in interactive games |
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Context. Game development is a costly process and with today's advanced hardware the customers are asking for more playable content, and at higher quality. For many years providing this content procedurally has been done for level creation, modeling, and animation. However, there are games that require content in other forms, such as executable quests that progress the game forward. Quests have been procedurally generated to some extent, but not in enough detail to be usable for game development without providing a handwritten description of the quest. Objectives. In this study we combine a procedural content generation structure for quests with a natural language generation approach to generate a descriptive summarized text for quests, and examine whether the resulting texts are viable as quest prototypes for use in game development. Methods. A number of articles on the area of natural language generation is used to determine an appropriate way of validating the generated texts produced in this study, which concludes that a user case study is appropriate to evaluate each text for a set of statements. Results. 30 texts were generated and evaluated from ten different quest structures, where the majority of the texts were found to be good enough to be used for game development purposes. Conclusions. We conclude that quests can be procedurally generated in more detail by incorporating natural language generation. However, the quest structure used for this study needs to expand into more detail at certain structure components in order to fully support an automated system in a flexible manner. Furthermore due to semantics and grammatics being key components in the flow and usability of a text, a more sophisticated system needs to be implemented using more advanced techniques of natural language generation. |
author |
Eliasson, Christopher |
author_facet |
Eliasson, Christopher |
author_sort |
Eliasson, Christopher |
title |
Natural Language Generation for descriptive texts in interactive games |
title_short |
Natural Language Generation for descriptive texts in interactive games |
title_full |
Natural Language Generation for descriptive texts in interactive games |
title_fullStr |
Natural Language Generation for descriptive texts in interactive games |
title_full_unstemmed |
Natural Language Generation for descriptive texts in interactive games |
title_sort |
natural language generation for descriptive texts in interactive games |
publisher |
Blekinge Tekniska Högskola, Institutionen för kreativa teknologier |
publishDate |
2014 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5651 |
work_keys_str_mv |
AT eliassonchristopher naturallanguagegenerationfordescriptivetextsininteractivegames |
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1718607016143880192 |