認知科学
Online ISSN : 1881-5995
Print ISSN : 1341-7924
ISSN-L : 1341-7924
特集―若手研究者の認知科学
「ギャップ技法」を利用して「驚き」を作り出すストーリー生成の方法
―テーブルトークロールプレイングゲームに基づく物語自動生成ゲームへの一アプローチ―
小野 淳平小方 孝
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ジャーナル フリー

2017 年 24 巻 3 号 p. 410-434

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 The Table-talk Role Playing Game (TRPG) is an analog game. This game progresses by repeating acts of speech between a Game Master (GM) and a Player (PL). The GM progresses a story based on a framework they have prepared. The progression of the story, however, is often changed by the PL. This gap between the planed story and actual story surprises the GM and thus changes the progression of the story. The authors of the present study focus on this observation and have produced a mechanism for generating a story with a surprise element using the model of a story generation in TRPG. In this paper, we prepared for this gap using a technique for the creation of the story and researched the relations between this gap and the act of surprising,using a questionnaire. Results showed that the surprise element was related to this gap. Using the aforementioned technique, we will develop a story generation mechanism for a range of story generation scenarios, to be used in automatic story generation games in the future.

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© 2017 日本認知科学会
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