JSAI2020

Presentation information

General Session

General Session » J-13 AI application

[4C2-GS-13] AI application: Entertainment

Fri. Jun 12, 2020 12:00 PM - 1:40 PM Room C (jsai2020online-3)

座長:稲葉通将(電気通信大学)

12:40 PM - 1:00 PM

[4C2-GS-13-03] Construction of a game system that automatically generates integrated scenarios, visual elements, and sound effects

〇Yuuri Saito1, Tomonari Shiraishi1, Kazuhiro Ohta1, Sakura Nemoto1, Kazuki Ishikawa 1, Akiko Uda1, Takuya Ogawa1, Suzuno Tomohiro1, Shogo Nakamura1, Takuma Yamauchi1, Kazuma Nishikawa1, Takeru Shishido1, Kyosuke Nagano1, Akinori Yomogihata1, Takeru Inagaki1, Hajime Murai1, Kazushi Mukaiyama1, Emiko Tayanagi1, Keiji Hirata1, Kaoru Sumi1, Hitoshi Matsubara1 (1. Future University Hakodate)

Keywords:Automatic game generation, Automatic story generation, BGM selection system, Automatic danjon generation

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.

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