Summary TropeTwist Narrative Structure Generation in Games arxiv.org
7,938 words - PDF document - View PDF document
One Line
This text discusses the TropeTwist system and various research papers and references related to narrative structure generation in games.
Key Points
- TropeTwist is a system that generates narrative structures in games using trope-based storytelling, graph grammars, and MAP-Elites.
- The system evaluates generated narratives based on coherence, cohesion, and interestingness.
- TropeTwist uses story molecules or tropes to represent narrative structures and combines them to create meaningful narratives in games.
- The document discusses different types of narrative patterns in games and introduces TropeTwist as a tool for generating narrative structures.
- The use of MAP-Elites in generating narrative structures is explored, with the goal of creating a mixed-initiative version of TropeTwist.
- The document also discusses research papers on narrative structure generation in games, covering various topics and mentioning specific games.
Summaries
266 word summary
TropeTwist is a system that generates narrative structures in games using trope-based storytelling. It addresses the challenges of encoding, interpreting, and generating narratives in complex game systems. The document emphasizes the importance of narrative in games and introduces existing techniques for generating narratives and the concept of narrative structures. TropeTwist uses story molecules or tropes to represent narrative structures and focuses on generating diverse and high-quality content by combining story fragments. It evaluates the impact of fake conflicts on consistency and characters, analyzes the cohesion, fitness, and interestingness of the generated graphs, and explores the evolution of narrative structures. The use of MAP-Elites in generating narrative structures for games is discussed, with the goal of creating a mixed-initiative version of TropeTwist. The system has been evaluated and improved using MAP-Elites and future work includes exploring the multi-faceted nature of games and combining TropeTwist with other generators. This document discusses research papers on narrative structure generation in games. It covers topics such as interactive storytelling, story coherence, player creativity, adaptable play experiences, generating missions and spaces, quest generation, narrative mixed-initiative level design, and objective measures of story coherence. The papers were presented at conferences and published in various journals and proceedings.
The provided text is a list of references and citations related to narrative structure generation in games. It covers topics such as quest generation, narrative planning, NPC dialogue generation, procedural content generation, and interactive storytelling. The references include authors, titles, conferences or journals, and games like "The Legend of Zelda: Ocarina of Time," "The Legend of Zelda: A Link to the Past," and "Super Mario Bros."
605 word summary
The provided text is a list of references and citations related to narrative structure generation in games. It covers topics such as quest generation, narrative planning, NPC dialogue generation, procedural content generation, and interactive storytelling. The summary provides an overview of the research papers and games mentioned, including authors, titles, conferences or journals, and games like "The Legend of Zelda: Ocarina of Time," "The Legend of Zelda: A Link to the Past," and "Super Mario Bros."
The document discusses research papers on narrative structure generation in games, covering topics such as interactive storytelling, story coherence, player creativity, adaptable play experiences, generating missions and spaces, quest generation, narrative mixed-initiative level design, and objective measures of story coherence. The papers were presented at conferences and published in various journals and proceedings.
TropeTwist is a system that generates novel narrative structures by combining tropes and trope patterns. It can describe games with diverse genres and mechanics, creating varied gameplay experiences. The system has been evaluated and improved using MAP-Elites. Future work includes exploring the multi-faceted nature of games and combining TropeTwist with other generators.
The use of MAP-Elites in generating narrative structures for games is also discussed. The goal is to create a mixed-initiative version of TropeTwist that allows for interactive content generation. The metrics used are estimated heuristics based on graph functionality and relation among patterns. The generated graphs are designed to be simple and ambiguous, allowing for alternative interpretations. The limitations of the system are discussed, including the potential for complexifying the narrative.
The document discusses the TropeTwist method for generating narrative structures in games. It evaluates the impact of fake conflicts on consistency and characters, analyzes the cohesion, fitness, and interestingness of the generated graphs, and explores the evolution of narrative structures. It concludes by discussing the syntactic and semantic qualities of narrative graphs. The document explores different narrative patterns in games, including conflict tropes, meso-patterns, and micro-patterns. It discusses specific examples such as Plot Twist, Active Plot Device Pattern, and Reveal Pattern. The document introduces TropeTwist as a tool for generating narrative structures in games, which can represent different structures and identify patterns and problems within them. It also discusses the measurement of interestingness in narrative structure generation, as well as the evaluation of diversity, consistency, coherence, and the concept of feasible and infeasible individuals. The use of recipes, limitations on size and repetitions, and the adaptation of graph grammars and Constrained MAP-Elites are briefly mentioned.
The text excerpt also discusses the evaluation and calculation of pattern quality in TropeTwist, including the use of different qualities to assess patterns and the relationship between narrative graphs. It mentions the inclusion of various tropes as nodes in a narrative graph and the use of abstract properties to define the game's narrative structure.
TropeTwist uses story molecules or tropes to represent narrative structures. It focuses on generating syntactically correct and semantically rich narratives based on tropes. The system utilizes MAP-Elites and graph grammars to generate diverse and high-quality content by combining story fragments.
The document emphasizes the importance of narrative in games and the challenges involved in creating and combining narrative elements. It introduces existing techniques for generating narratives and the concept of narrative structures. The focus is on developing an expressive language to encode plot tropes and assemble them to create meaningful narratives in games.
TropeTwist is a system that generates narrative structures in games using trope-based storytelling. It encodes narrative structures using graph grammars and generates variations with MAP-Elites. The system evaluates the generated narratives based on coherence, cohesion, and interestingness. TropeTwist addresses the challenges of encoding, interpreting, and generating narratives in complex game systems.
781 word summary
TropeTwist is a system that generates narrative structures in games by utilizing trope-based storytelling. It builds on the ideas of Barthes and Propp, encoding narrative structures using graph grammars and generating variations with MAP-Elites. The system evaluates the generated narratives based on coherence, cohesion, and interestingness. TropeTwist addresses the challenges of encoding, interpreting, and generating narratives in complex game systems.
The document discusses the importance of narrative in games and the challenges involved in creating and combining narrative elements. It introduces existing techniques for generating narratives and the concept of narrative structures. The focus is on developing an expressive language to encode plot tropes and assemble them to create meaningful narratives in games.
TropeTwist uses story molecules or tropes to represent narrative structures. It focuses on generating narrative structures based on tropes and aims to create narratives that are both syntactically correct and semantically rich. The system utilizes MAP-Elites and graph grammars to generate diverse and high-quality content. It constructs valid stories by combining story fragments.
The text excerpt also provides information about the evaluation and calculation of pattern quality in TropeTwist. It discusses the use of different qualities to assess patterns, the relationship between narrative graphs, and the use of interconnected tropes to generate narrative structures. The inclusion of various tropes as nodes in a narrative graph and the use of abstract properties to define the game's narrative structure are also mentioned. The document explores different types of narrative patterns in games, including conflict tropes, implicit conflicts, meso-patterns, and micro-patterns. These patterns are categorized based on their involvement and repetition qualities, contributing to the generation of narrative structures in games. The document specifically discusses Plot Twist, Active Plot Device Pattern, and Reveal Pattern as examples of narrative patterns. It also introduces TropeTwist as a tool for generating narrative structures in games, which can represent different structures and identify patterns and problems within them. The measurement of interestingness in narrative structure generation is discussed, including the use of semantic quality and Levenshtein distance. The text also touches on the evaluation of diversity, consistency, coherence, and the concept of feasible and infeasible individuals. The use of recipes, limitations on size and repetitions, and the adaptation of graph grammars and Constrained MAP-Elites are briefly mentioned. The document discusses the TropeTwist method for generating narrative structures in games. It evaluates the impact of fake conflicts on consistency and characters and analyzes the cohesion, fitness, and interestingness of the generated graphs. The experiments show little variation in these metrics and calculate the coverage of the search space. Mutations are introduced to modify production rules. Comparative results between root graphs and generated elites are presented. The document explores the evolution of narrative structures and emphasizes the importance of coherence and interestingness. It concludes by discussing the syntactic and semantic qualities of narrative graphs.
The document also discusses the use of MAP-Elites in generating narrative structures for games. The goal is to create a mixed-initiative version of TropeTwist that allows for interactive content generation. The metrics used are estimated heuristics based on graph functionality and relation among patterns. The generated graphs are designed to be simple and ambiguous, allowing for alternative interpretations. The limitations of the system are discussed, including the potential for complexifying the narrative. Examples of modified narrative graphs are provided to illustrate their impact on consistency, coherence, and interestingness.
TropeTwist is a system that generates novel narrative structures by combining tropes and trope patterns. It can describe games with diverse genres and mechanics, creating varied gameplay experiences. The system has been evaluated and improved using MAP-Elites. Future work includes exploring the multi-faceted nature of games and combining TropeTwist with other generators. The document discusses research papers on narrative structure generation in games, covering topics such as interactive storytelling, story coherence, player creativity, adaptable play experiences, generating missions and spaces, quest generation, narrative mixed-initiative level design, and objective measures of story coherence. The papers were presented at conferences and published in various journals and proceedings.
The summary provides an overview of various research papers and games mentioned in the original document. It mentions the authors and titles of the papers, along with the conference or journal they were published in. The games mentioned include “The Legend of Zelda: Ocarina of Time,” “The Legend of Zelda: A Link to the Past,” and “Super Mario Bros.”
The provided text is a list of references and citations from various sources related to narrative structure generation in games. It includes links to papers, conference proceedings, and other scholarly works. The references cover topics such as quest generation, narrative planning, NPC dialogue generation, procedural content generation, and interactive storytelling. The full text of the citations has been omitted for conciseness.
1530 word summary
The provided text is a list of references and citations from various sources related to narrative structure generation in games. It includes links to papers, conference proceedings, and other scholarly works. The references cover topics such as quest generation, narrative planning, NPC dialogue generation, procedural content generation, and interactive storytelling. The full text of the citations has been omitted for conciseness. The summary provides an overview of various research papers and games mentioned in the original document. It mentions the authors and titles of the papers, along with the conference or journal they were published in. The games mentioned include "The Legend of Zelda: Ocarina of Time," "The Legend of Zelda: A Link to the Past," and "Super Mario Bros." The summary does not include specific details or key points from each paper or game. The excerpted text is a list of references and citations from various sources related to narrative structure generation in games. The references include papers, workshops, conferences, and books that discuss different aspects of computational narratives, story generation techniques, game mechanics, and storytelling approaches. These resources provide valuable insights into the field of narrative generation in games. The document discusses various research papers related to narrative structure generation in games. These papers explore topics such as interactive storytelling, story coherence, player creativity, adaptable play experiences, generating missions and spaces, quest generation, narrative mixed-initiative level design, and objective measures of story coherence. The papers also cover topics like the structural analysis of quests, mechanic space of game generation, fabula entropy indexing, game development challenges, structural analysis of narrative, computational models of narrative, and automated quest generation in text-adventure games. The research papers were presented at conferences and published in various journals and proceedings. TropeTwist is a system that generates novel narrative structures by combining tropes and trope patterns. It aims to transform typical story elements into atypical ones. The system's expressiveness allows it to describe games with diverse genres and mechanics. The generated structures can be used to create interesting and varied gameplay experiences. The system has been evaluated and improved using MAP-Elites, a quality diversity algorithm. Future work includes exploring the multi-faceted nature of games and combining TropeTwist with other generators that focus on different aspects of game design. The document discusses the use of MAP-Elites in assisting designers with generating narrative structures for games. The goal is to create a mixed-initiative version of TropeTwist that allows for interactive and human-in-the-loop content generation. The metrics used in this process are estimated heuristics based on the graph functionality and relation among patterns. However, these metrics do not replace human judgment and are used to tune and evaluate the graph outputs. The generated graphs are designed to be relatively simple and ambiguous, allowing for alternative interpretations guided by users. The trope-graph representation in TropeTwist enables quick development but complex interpretation of narrative structures. The limitations of the system are also discussed, including the potential for complexifying the narrative and creating more challenge. Several examples of modified narrative graphs are provided to illustrate the impact on consistency, coherence, and interestingness. Overall, the document explores the generation of narrative structures in games using TropeTwist and the potential enhancements and limitations of this approach. The document discusses the generation of narrative structures in games using the TropeTwist method. It explores the creation of fake conflicts and their impact on consistency and characters. The graphs generated from root graphs are evaluated for cohesion, fitness, and interestingness. The experiments show little variation in these metrics. The coverage of the constrained search space is calculated, and mutations are introduced to modify production rules. The experiments are conducted for 500 generations with an initial population of 1000 individuals. Comparative results between root graphs and generated elites are shown in Table 2. The document also presents a sample process from genotype to phenotype and discusses the evolution of narrative structures. The experiments aim to evaluate and analyze the quality and diversity of the generated narratives. The document highlights the importance of coherence and interestingness in narrative graphs and mentions the potential degradation of narratives if specific patterns are overused. The concept of interestingness is emphasized as a way to evoke interest for designers and players. The document concludes by discussing the syntactic and semantic qualities of narrative graphs. The excerpt discusses the measurement of interestingness in narrative structure generation in games. It mentions the use of semantic quality and Levenshtein distance to evaluate the diversity between narrative graphs. The text also discusses the use of micro-patterns, consistency, and coherence to assess the quality and correctness of narrative graphs. It explains the concept of feasible and infeasible individuals and the movement between populations. The excerpt mentions the use of recipes to generate graphs and the limitations on their size and repetitions. It also briefly explains the use of graph grammars and the adaptation of Constrained MAP-Elites for this purpose. The text discusses the use of TropeTwist, a tool for generating narrative structures in games. It mentions the overarching narrative structure of Super Mario Bros (SMB) and The Legend of Zelda: Ocarina of Time (Zelda: OoT) and A Link to the Past (Zelda: LttP). The tool can represent different narrative structures and identify patterns and problems within the structure. It calculates involvement based on the order and changes within the structure. The text also mentions the connection between auxiliary patterns and plot twists. Overall, TropeTwist is a versatile tool for creating narrative structures in games. The excerpt discusses different narrative patterns in games, including the Plot Twist (PT), Active Plot Device Pattern (APD), and Reveal Pattern (RevP). The PT identifies key events called plot points within the game's narrative. The APD integrates PDPs (Abstract Plot Devices) to create a cohesive narrative structure. The RevP connects two independent CPs (Character Points) to reveal a surprise or confusion within the story. These patterns are calculated based on various factors such as the number of PPs, connections, and diversity of derivatives within the narrative. The Derivative Pattern (DerP) establishes relationships between tropes and contains a list of connected patterns called derivatives. The quality of a DerP is determined by the presence of conflicts and connections. Overall, these patterns contribute to the generation and structure of narratives in games. The document discusses various types of narrative patterns in games, including conflict tropes, implicit conflicts, and meso-patterns. Conflict patterns (ConfP) involve conflicts between hero and enemy characters, while meso-patterns are emergent features in the narrative graph. The document also introduces micro-patterns, which are the fundamental units of narrative structure. These patterns are categorized into different sets based on their involvement and repetition qualities. Additionally, the document discusses the involvement and repetition qualities of structure patterns (SP) and character patterns (CP). Overall, the document aims to provide a framework for generating narrative structures in games. The text excerpt provides information about the evaluation and calculation of pattern quality in TropeTwist Narrative Structure Generation in Games. It discusses the use of different qualities to assess the patterns and the relationship between narrative graphs and the root graph. The text also mentions the use of tropes and interconnected tropes to generate narrative structures. It highlights the inclusion of various tropes and their representation as nodes in a narrative graph. Additionally, it mentions the use of abstract properties to define the game's narrative structure. TropeTwist is a concept that uses story molecules to represent narrative structures. These story molecules, or tropes, can be interconnected in graph-like structures. Tropes are conventions or figures of speech that are recognizable to the audience. TropeTwist focuses on generating narrative structures based on tropes. Assessing narratives is a complex task, and TropeTwist aims to create narratives that are both syntactically correct and semantically rich. It uses MAP-Elites, a quality-diversity algorithm, to generate diverse and high-quality content. TropeTwist also utilizes graph grammars and grammar recipes to generate narrative texts. The system constructs valid stories by combining story fragments. The document discusses the generation of narrative structures in games using TropeTwist. It mentions the importance of narrative in games and the challenges involved in creating and combining narrative elements. The text also refers to existing techniques for generating narratives, such as planning algorithms and machine learning. Additionally, it introduces the concept of narrative structures and their use in representing different elements of a story. The document provides a proof-of-concept example of narrative structures in existing games. Overall, the focus is on developing an expressive language to encode plot tropes and assembling them based on pre-conditions to create meaningful narratives in games. This summary introduces TropeTwist, a system that uses trope-based narrative structure generation in games. It focuses on the proposal of fundamental narrative levels, such as functions, actions, and narration. The work builds on the ideas of Barthes and Propp, who emphasized the importance of structure and identified recurring elements within folktales. The system utilizes graph grammars to encode narrative structures and generates novel variations using MAP-Elites. The generated narrative graphs are evaluated based on coherence, cohesion, and interestingness. The paper presents TropeTwist as a preliminary system that can describe narrative structures in games and evaluate their quality and diversity. It addresses the challenges of encoding, interpreting, and generating narratives in complex game systems.