Form of presentation | Articles in international journals and collections |
Year of publication | 2021 |
Язык | английский |
|
Kugurakova Vlada Vladimirovna, author
|
Bibliographic description in the original language |
G.F. Sahibgareeva, V.V. Kugurakova. Branched Structure Component for a Video Game Scenario Prototype Generator // CEUR. Proceedings of the 23rd Conference on Scientific Services & Internet (SSI 2021). – 2021. – V.3066. – pp.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 |
http://ceur-ws.org/Vol-3066/paper10.pdf |
Please use this ID to quote from or refer to the card |
https://repository.kpfu.ru/eng/?p_id=262220&p_lang=2 |
Resource files | |
|
Full metadata record |
Field DC |
Value |
Language |
dc.contributor.author |
Kugurakova Vlada Vladimirovna |
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 |
G.F. Sahibgareeva, V.V. Kugurakova. Branched Structure Component for a Video Game Scenario Prototype Generator // CEUR. Proceedings of the 23rd Conference on Scientific Services & Internet (SSI 2021). – 2021. – V.3066. – pp.101-111. |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/eng/?p_id=262220&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 |
|