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Tabletop Roleplaying Games as Procedural Content Generators
arXiv - CS - Artificial Intelligence Pub Date : 2020-07-12 , DOI: arxiv-2007.06108
Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis and Anne Sullivan

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.

中文翻译:

桌面角色扮演游戏作为程序内容生成器

桌面角色扮演游戏 (TTRPG) 和程序性内容生成器都可以理解为生成内容的规则系统。在本文中,我们认为 TTRPG 设计可以有效地视为程序内容生成器设计。我们展示了几个案例研究,将 PCG 研究中的关键概念——包括可能性空间、表达范围分析和生成管道——与 TTRPG 设计中的关键概念联系起来。然后,我们讨论这些关系的含义,并为未来在 TTRPG 和 PCG 中联合研究的工作提出方向。
更新日期:2020-07-16
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