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dc.contributor.authorPLÄHN, JAN
dc.date.accessioned2022-11-23T10:08:40Z
dc.date.available2022-11-23T10:08:40Z
dc.date.issued2022-11-23
dc.identifier.urihttps://hdl.handle.net/2077/74248
dc.description.abstractThis thesis investigates several techniques of player-tailored procedural quest generation in terms of authenticity and immersion. This is done through the application of a shotgun hill climbing algorithm as well as surface realisation using a natural language generator. Thereafter, a quantitative fitness evaluation is applied using discoveries from previous research. Moreover, several qualitative assessment methods are proposed. From the findings, this thesis concludes that the utilisation of shotgun hill climbing yields high-quality results that can be applied to generate questlines at runtime. However, one should comprehend that the proposed natural language generation using transformer models needs extensive further refinement in order to provide holistically suitable narrative for games.en_US
dc.language.isoengen_US
dc.subjectGPT-3en_US
dc.subjectNatural Language Generationen_US
dc.subjectProcedural Content Generationen_US
dc.subjectquest generationen_US
dc.subjectShotgun Hill Climbingen_US
dc.subjectvideo gamesen_US
dc.titleA Prototype Quest Generator for Simulating Human-Authored Narrativeen_US
dc.typetext
dc.setspec.uppsokTechnology
dc.type.uppsokH2
dc.contributor.departmentGöteborgs universitet/Institutionen för data- och informationsteknikswe
dc.contributor.departmentUniversity of Gothenburg/Department of Computer Science and Engineeringeng
dc.type.degreeStudent essay


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