Construction of a game system that automatically generates integrated scenarios, visual elements, and sound effects
-
- SAITO Yuuri
- Future University Hakodate
-
- SHIRAISHI Tomonari
- Future University Hakodate
-
- OHTA Kazuhiro
- Future University Hakodate
-
- NEMOTO Sakura
- Future University Hakodate
-
- ISHIKAWA Kazuki
- Future University Hakodate
-
- UDA Akiko
- Future University Hakodate
-
- OGAWA Takuya
- Future University Hakodate
-
- TOMOHIRO Suzuno
- Future University Hakodate
-
- NAKAMURA Shogo
- Future University Hakodate
-
- YAMAUCHI Takuma
- Future University Hakodate
-
- NISHIKAWA Kazuma
- Future University Hakodate
-
- SHISHIDO Takeru
- Future University Hakodate
-
- NAGANO Kyosuke
- Future University Hakodate
-
- YOMOGIHATA Akinori
- Future University Hakodate
-
- INAGAKI Takeru
- Future University Hakodate
-
- MURAI Hajime
- Future University Hakodate
-
- MUKAIYAMA Kazushi
- Future University Hakodate
-
- TAYANAGI Emiko
- Future University Hakodate
-
- HIRATA Keiji
- Future University Hakodate
-
- SUMI Kaoru
- Future University Hakodate
-
- MATSUBARA Hitoshi
- Future University Hakodate
Bibliographic Information
- Other Title
-
- シナリオ・視覚要素・音響効果を統合的に自動生成するゲームシステムの構築
Abstract
<p>From the viewpoint of reducing the burden on the scenario writer and ensuring the diversity of the story, the necessity of developing an automatic game generation system has been pointed out. There have been some challenges such as automatic scenario and dungeon generation by combining unique names, but it has been difficult to achieve a consistent world view and story development throughout the game. In this study, a system that integrated automatic scenario generation, automatic dungeon generation, and automatic BGM selection for role-playing games was developed. In the automatic scenario generation, the scenario of each quest was automatically generated based on the results of scenario analysis for existing game works. Next, the several generated quests were integrated to realize the automatic generation of a complex scenario without story inconsistency. The dungeon was automatically generated, and maps and characters were created according to the generated scenario. Furthermore, automatic selection of BGM was realized according to the function of each scene in the scenario and the emotional state of the characters. By automatically generating and integrating various elements of these games, an automatic role-playing game generation system was constructed.</p>
Journal
-
- Proceedings of the Annual Conference of JSAI
-
Proceedings of the Annual Conference of JSAI JSAI2020 (0), 4C2GS1303-4C2GS1303, 2020
The Japanese Society for Artificial Intelligence
- Tweet
Keywords
Details 詳細情報について
-
- CRID
- 1390003825189603456
-
- NII Article ID
- 130007857242
-
- Text Lang
- ja
-
- Data Source
-
- JaLC
- CiNii Articles
-
- Abstract License Flag
- Disallowed