Using planning with action preference in story generation

Xiaobo Li, Samiullah Paracha, Jiao Wu, Osamu Yoshie

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

1 Citation (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - 11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013
Pages555-558
Number of pages4
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013 - Vienna, Austria
Duration: 2 Dec 20134 Dec 2013

Publication series

NameACM International Conference Proceeding Series

Conference

Conference11th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2013
Country/TerritoryAustria
CityVienna
Period2/12/134/12/13

Keywords

  • Action preference
  • Gamification
  • Planning
  • Story generation

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