Proceedings of the 3rd Workshop on Computational Creativity in Natural Language Generation (CC-NLG 2018) 2018
DOI: 10.18653/v1/w18-6606
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Generating Stories Using Role-playing Games and Simulated Human-like Conversations

Abstract: Tabletop role-playing games (RPGs) have a well-tested history of making possible the improvisation of a story through the players' interactions. Adapting these human dynamics and game setting and mechanics could represent a new and fertile approach to computational story generation. In this paper we introduce a story generation system that recreates the player interaction sequence that takes place in a tabletop role-playing game (essentially a human storyteller and a player character conversation). We then pro… Show more

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Cited by 2 publications
(2 citation statements)
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“…Gervás [10] proposes a computational model for "storifying" the events of a game of chess, considering each piece as an actor with an incomplete view of the board and finding narrative threads that could describe the movement of the pieces; while the domain of chess might include even elements of suspense [11], these works are focusing on the content determination step, without producing a linguistic output (as opposed to [12], where the goal is to simply generating linguistic explanation for the piece movements, without specific narrative qualities). Also connected to our work is [13], where a system is using the ruleset of a role-playing game to simulate the interaction between two humans (the "Master of Ceremonies", i.e. the storyteller, and a player) and an NLG module converts them into text.…”
Section: Related Workmentioning
confidence: 99%
“…Gervás [10] proposes a computational model for "storifying" the events of a game of chess, considering each piece as an actor with an incomplete view of the board and finding narrative threads that could describe the movement of the pieces; while the domain of chess might include even elements of suspense [11], these works are focusing on the content determination step, without producing a linguistic output (as opposed to [12], where the goal is to simply generating linguistic explanation for the piece movements, without specific narrative qualities). Also connected to our work is [13], where a system is using the ruleset of a role-playing game to simulate the interaction between two humans (the "Master of Ceremonies", i.e. the storyteller, and a player) and an NLG module converts them into text.…”
Section: Related Workmentioning
confidence: 99%
“…The rule system of role-playing game Dungeons & Dragons is the most well-known of its kind. Various story and quest generation systems (Martens, 2015;Tapscott et al, 2018;Kybartas and Verbrugge, 2014) have been built upon this and other related rule systems.…”
Section: Narrative Coherencementioning
confidence: 99%