Informacja

Drogi użytkowniku, aplikacja do prawidłowego działania wymaga obsługi JavaScript. Proszę włącz obsługę JavaScript w Twojej przeglądarce.

Wyszukujesz frazę "decision support" wg kryterium: Temat


Wyświetlanie 1-4 z 4
Tytuł:
Graph rules hierarchy as a tool of collaborative game narration creation
Autorzy:
Okrzesik, Michał
Mikołajczyk, Andrzej
Szypura, Karolina
Kuligowicz, Jakub
Palacz, Wojciech
Mańka, Krzysztof
Grabska, Ewa
Wrona, Mikołaj
Konopka, Agnieszka
Grabska-Gradzińska, Iwona
Urban, Dominik
Nowak, Leszek
Wydawca:
Springer
Opis:
This paper presents a computer tool for collaborative narration creation based on graph rules hierarchy that was developed and tested with collaboration of students of Jagiellonian University in Poland. The tool is made of two modules: internal representation of game world graph model and animation system: The former describes the narration points and story arcs and the latter uses basic animations and blends them together to create animated sequences. The opportunity to develop the system as a group effort allowed to identify and address workflow bottleneck and proved that using layered graph representation of the functional elements of the story, characters, locations, and objects is viable method to design plots and quest for video games. Dynamically changing graph can be visualized at any stage and helps to perceive the story as animated sequences. This on the other hand if used for video games story design enables to observe character actions, possible paths the player can take and quickly iterate on the story components. The contribution of this paper is to propose an innovative tool which allow the designers and animators to work together within one platform.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Inne
Tytuł:
Application of graphs for story generation in video games
Autorzy:
Grabska, Ewa
Palacz, Wojciech
Nowak, Leszek
Grabska-Gradzińska, Iwona
Wydawca:
The Association for Computing Machinery
Opis:
The paper presents the system based on the layered hierarchical graphs for game plot description implemented in Godot Engine using the JSON format. The aim of the presented research is to create a tool that both supports the decision-making process and helps multiple writers to collaborate in creating a game world. Constructing a layered hierarchical graph provides information about game plot description, while the proposed graph generation system based on JSON data format allows designers and story writers to create game worlds. A key feature of the graph generation system is that it describes game worlds using a sequence of generation rules which represent the player’s actions. On the one hand, the proposed approach helps the story writers to control the impact of the created story elements on the game world. On the other hand, it allows world designers to use procedural generation of narration chains, analyze and test the designed game plots. An additional goal of this approach strongly focused on using the JSON data format to describe actions that can be taken in world states is the impact of JSON data structures on the application of graph rules, which may be important in the problems of artificial intelligence
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Inne
Tytuł:
Towards automatic generation of storyline aided by collaborative creative design
Autorzy:
Grabska, Ewa
Palacz, Wojciech
Nowak, Leszek
Grabska-Gradzińska, Iwona
Wydawca:
Springer
Opis:
This paper proposes a new collaborative design on an educational platform that supports automatic game generation based on graph rules. The platform enables computer game researchers to analyze and discuss students’ needs and preferences. In this approach, the computer game is created on the basis of a layered graph representing the functional elements of the story, characters, locations, and objects. This layered graph is dynamic changed by graph rules whose sequence represents the player’s actions. The goal of the cooperative work that took place at the Jagiellonian University in Poland was to create, prepare and implement the plot of the adventure game in such a way as to design a set of singular player actions. A player in any game can use prepared actions in any number of tasks, sequentially and repeatedly, to create their own way to achieve the goal. All student work was placed in a system implemented on the base of Godot Engine, enabling the creation graph structures and graph rules as well as automatic generation of animations. At the final stage of the project, students have the opportunity to evaluate the game and analyze the narrative sequences, their length and objects used in the context of the story. In the future, our research can be also treated as a study of the preferences of computer game players obtained thanks to the suggestions of a selected group of people without professional or specialized knowledge in the field of computer game design.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Inne
Tytuł:
Collaborative story generation using JSON in Godot Engine as decision making support tool
Autorzy:
Grabska, Ewa
Palacz, Wojciech
Grabska-Gradzińska, Iwona
Nowak, Leszek
Wydawca:
[s.n.]
Opis:
In our paper we propose JSON (JavaScript Object Notation) as a plot description format. The JSON notation allows for multiple writers to collaborate in creating game world. We are using hierarchical graph and rules of graph embedding to allow designer and story writers to create game world. Proposed notation for world elements allowed us to create decision-making supported tool developed in Godot Game Engine. The tool helps the story writers to control the impact of the created story elements on the game world. Using the tool, it is possible to explore the game world and every aspect of the stories and adventures created by the writers. This can be used as “debugging” method and can help writers to avoid inconsistencies, dead ends and loopholes. Using JSON notation, it is possible to define how the designed world operates, what are the methods of interaction with the world, what are the key locations, characters, etc. As well as create detailed short stories and interactions. Furthermore, early experiments shown that using proposed approach it is possible to create living worlds where characters interact with each other without the external influence. By simulating the player, we can generate multiple gameplay experiences and analyze them. It is also possible to create specific well-crafted stories with highly restrictive world interactions, this is common in adventure games, or point and click games.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Inne
    Wyświetlanie 1-4 z 4

    Ta witryna wykorzystuje pliki cookies do przechowywania informacji na Twoim komputerze. Pliki cookies stosujemy w celu świadczenia usług na najwyższym poziomie, w tym w sposób dostosowany do indywidualnych potrzeb. Korzystanie z witryny bez zmiany ustawień dotyczących cookies oznacza, że będą one zamieszczane w Twoim komputerze. W każdym momencie możesz dokonać zmiany ustawień dotyczących cookies