Using planning with action preference in story generation

Xiaobo Li, Samiullah Paracha, Jiao Wu, Osamu Yoshie

研究成果: Conference contribution

1 被引用数 (Scopus)

抄録

Nowadays, plenty of researches focus on story generation which is widely used in computer games, education and training applications. It is highly desirable that the generated story should afford high user agency and at same time having capabilities to address user's interventions. In this paper, we apply planning, which is derived from artificial intelligence, to achieve this objective. With the use of planning, several solutions are produced, which contains a sequence of user's and system agents' actions. In addition, we propose the concept of Action Preference, which takes into account user's feedbacks, to evaluate all of the solutions after planning. Meanwhile a variant of hyperbolic tangent is utilized to calculate Action Preference. In order to evaluate its feasibility, an educational game was implemented on the basis of story generation. That result proves that planning with Action Preference is an effective approach in story generation.

本文言語English
ホスト出版物のタイトルProceedings - 11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013
ページ555-558
ページ数4
DOI
出版ステータスPublished - 2013 12月 1
イベント11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013 - Vienna, Austria
継続期間: 2013 12月 22013 12月 4

出版物シリーズ

名前ACM International Conference Proceeding Series

Conference

Conference11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013
国/地域Austria
CityVienna
Period13/12/213/12/4

ASJC Scopus subject areas

  • ソフトウェア
  • 人間とコンピュータの相互作用
  • コンピュータ ビジョンおよびパターン認識
  • コンピュータ ネットワークおよび通信

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