Generating Natural Language Retellings from Prom Week Play Traces

@inproceedings{Antoun2015GeneratingNL,
  title={Generating Natural Language Retellings from Prom Week Play Traces},
  author={Christopher Antoun and Matthew Antoun and James Owen Ryan and Ben Samuel and Reid Swanson and Marilyn A. Walker},
  year={2015}
}
Because they have massive state spaces, authorial burden is especially pronounced in games that are underpinned by rich simulations; as such, this class of games represents perhaps the strongest use case for procedural content generation. In this paper, we outline ongoing work in which we procedurally generate natural language retellings of playthroughs of the social-simulation game Prom Week. We do this by parsing play trace files to create semantic encodings, which are then passed to an… CONTINUE READING