Toward Automated Quest Generation in Text-Adventure Games

By Prithviraj Ammanabrolu, William Broniec, Alex Mueller, Jeremy Paul, Mark O. Riedl. 2019

32 citations recorded by the source corpus.

Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must execute certain actions in a certain order to succeed. In this paper, we consider the problem of procedurally generating a quest, defined as a series of actions required to progress towards a goal, in a text-adventure game. Quest generation in text environments is challenging because they must be semantically coherent. We present and evaluate two quest generation techniques: (1) a Markov model, and (2) a neural generative model. We specifically look at generating quests about cooking and train our models on recipe data. We evaluate our techniques with human participant studies looking at perceived creativity and coherence.

Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science, Natural Language Processing

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Artificial Intelligence

  1. Prithviraj Ammanabrolu
  2. Shunyu Yao
  3. Karthik Narasimhan
  4. Matthew J. Hausknecht
  5. Mark O. Riedl
  6. Rohan Rao
  7. Renee Jia
  8. Sergey Levine

In Developmental and Educational Psychology

  1. Prithviraj Ammanabrolu
  2. Mark O. Riedl

In Sociology and Political Science

  1. Karthik Narasimhan
  2. Prithviraj Ammanabrolu
  3. Mark O. Riedl
  4. Matthew J. Hausknecht

In Natural Language Processing

  1. Shunyu Yao
  2. Karthik Narasimhan
  3. Prithviraj Ammanabrolu
  4. Matthew J. Hausknecht
  5. Mark O. Riedl
  6. Rohan Rao
  7. Renee Jia
  8. Yejin Choi

Citations in the corpus