Técnicas bio-inspiradas para la generación procedimental de historias en literatura y videojuegos de mundo abierto

  1. García Ortega, Rubén Héctor
unter der Leitung von:
  1. Juan Julián Merelo Guervós Co-Doktorvater/Doktormutter
  2. Pablo García Sánchez Co-Doktorvater

Universität der Verteidigung: Universidad de Granada

Fecha de defensa: 04 von Mai von 2022

Art: Dissertation

Zusammenfassung

The purpose of this thesis is to develop methodologies that support the design of massive, original, interesting and coherent life stories of non-player characters in open-world video games. To achieve this, two methodologies (bottom-up and top-down) based on bio-inspired techniques have been defined, developed and evaluated, using elements at two levels: low-level character events or actions and higher-level reiterative resources (such as archetypes, script structures or narrative resources). The bottom-up methodology is based on a hybrid evolutionary computation / agent-based model approach for the generation of massive low-level events in virtual worlds where reiterative resources of potential interest for stories emerge in a self-organized way. The results obtained after its evaluation indicate that it allows the emergence of the target reiterative resources, giving relevance to the spatio-temporal coherence of the events. However, this methodology presents challenges such as the difficulty of designing candidate agents, events and resources, or that these resources emerge in greater or lesser quantity in the virtual world, negatively affecting the potential interest. To solve this problem, the top-down methodology is proposed, based on evolutionary algorithms that select combinations of interesting reiterative resources, using a neural network to predict their potential quality. The results obtained after its evaluation indicate that it allows optimizing combinations of reiterative resources with contextual coherence, creativity and a high degree of potential interest. This approach implies a greater effort for the author/scriptwriter when interpreting these resources as narratable facts and providing their spatio-temporal coherence at the level of world and character states. Both bottom-up and top-down approaches address the problem of story generation in a complementary way, being good candidate tools for assisting the author/scriptwriter of the virtual world, who will ultimately be responsible for their use and adaptation to the non-player characters and their final narrative or form.