TY - GEN
T1 - Using planning with action preference in story generation
AU - Li, Xiaobo
AU - Paracha, Samiullah
AU - Wu, Jiao
AU - Yoshie, Osamu
PY - 2013
Y1 - 2013
N2 - Nowadays, plenty of researches focus on story generation which is widely used in computer games, education and training applications. It is highly desirable that the generated story should afford high user agency and at same time having capabilities to address user's interventions. In this paper, we apply planning, which is derived from artificial intelligence, to achieve this objective. With the use of planning, several solutions are produced, which contains a sequence of user's and system agents' actions. In addition, we propose the concept of Action Preference, which takes into account user's feedbacks, to evaluate all of the solutions after planning. Meanwhile a variant of hyperbolic tangent is utilized to calculate Action Preference. In order to evaluate its feasibility, an educational game was implemented on the basis of story generation. That result proves that planning with Action Preference is an effective approach in story generation.
AB - Nowadays, plenty of researches focus on story generation which is widely used in computer games, education and training applications. It is highly desirable that the generated story should afford high user agency and at same time having capabilities to address user's interventions. In this paper, we apply planning, which is derived from artificial intelligence, to achieve this objective. With the use of planning, several solutions are produced, which contains a sequence of user's and system agents' actions. In addition, we propose the concept of Action Preference, which takes into account user's feedbacks, to evaluate all of the solutions after planning. Meanwhile a variant of hyperbolic tangent is utilized to calculate Action Preference. In order to evaluate its feasibility, an educational game was implemented on the basis of story generation. That result proves that planning with Action Preference is an effective approach in story generation.
KW - Action preference
KW - Gamification
KW - Planning
KW - Story generation
UR - http://www.scopus.com/inward/record.url?scp=84897605129&partnerID=8YFLogxK
U2 - 10.1145/2536853.2536924
DO - 10.1145/2536853.2536924
M3 - Conference Proceeding
AN - SCOPUS:84897605129
SN - 9781450321068
T3 - ACM International Conference Proceeding Series
SP - 555
EP - 558
BT - Proceedings - 11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013
T2 - 11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013
Y2 - 2 December 2013 through 4 December 2013
ER -