We present and evaluate two quest generation techniques: (1) a Markov model, and (2) a neural generative model. Quest generation in text environments is challenging because they must be semantically coherent. In this paper, we consider the problem of procedurally generating a quest, defined as a series of actions required to progress towards a goal, in a text-adventure game. Text-adventure games are typically structured as puzzles or quests wherein the player must execute certain actions in a certain order to succeed. Download a PDF of the paper titled Toward Automated Quest Generation in Text-Adventure Games, by Prithviraj Ammanabrolu and 4 other authors Download PDF Abstract:Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions.
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