Hall, Jason Andrew, 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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accepted-poster-paper.pdf - Whole Document 318kB |
Item Type: | Conference or Workshop contribution (Paper) |
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Item Status: | Live Archive |
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 |
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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 |
Related URLs: | |
ID Code: | 30415 |
Deposited On: | 19 Jan 2018 14:48 |
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