Artificial folklore for simulated religions

Hall, Jason Andrew and Williams, Benjamin and Headleand, Christopher J (2017) Artificial folklore for simulated religions. In: 2017 International Conference on Cyberworlds (CW), 20 - 22 September 2017, Chester, UK.

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Item Type:Conference or Workshop contribution (Paper)
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Abstract

In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated. Using these values, a variety of deities were procedurally generated, each with their own reflected values and persona. A Context-Free Grammar is then traversed in order to generate fables appropriate for each deities persona. The intention of this work is to generate fables which can be used to contextualize a given simulated culture's beliefs.

Keywords:procedural content generation, Games computing, games technology, Virtual humans, Artificial intelligence, Grammar, Pipelines, Resource management, Ethics, Cultural differences, Filtration
Subjects:G Mathematical and Computer Sciences > G700 Artificial Intelligence
G Mathematical and Computer Sciences > G440 Human-computer Interaction
G Mathematical and Computer Sciences > G400 Computer Science
Divisions:College of Science > School of Computer Science
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ID Code:30415
Deposited On:19 Jan 2018 14:48

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