Planned maintenance
A system upgrade is planned for 24/9-2024, at 12:00-14:00. During this time DiVA will be unavailable.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • 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
Natural Language Generation for descriptive texts in interactive games
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
2014 (English)Student thesis
Abstract [en]

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.

Place, publisher, year, edition, pages
2014. , p. 51
Keywords [en]
Procedural content generation, quests, text generation, game development
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-5651Local ID: oai:bth.se:arkivex0C0276EA3546A427C1257D0400431E2AOAI: oai:DiVA.org:bth-5651DiVA, id: diva2:833041
Educational program
PAACI Master of Science in Game and Software Engineering
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2014-06-27 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

fulltext(619 kB)425 downloads
File information
File name FULLTEXT01.pdfFile size 619 kBChecksum SHA-512
310a34a121d2fdf907299d2a00af0d978b6a4c1fdfc0a2d9ef865b777b03914540bda8ef581d7caeaeff2cc69d40034a3a9727abe5a498265347b7ae4d09e67b
Type fulltextMimetype application/pdf

By organisation
Department of Creative Technologies
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 425 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: 647 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • 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