Nova: A Dynamic Emotion-Based Narrator for Competitive Games

This paper discusses the problem of dynamic game narration and proposes a solution conceptualized to enhance player experience by providing real-time, creative and context- aware narration using large language models (LLMs). Based on the literature review, the framework would consist of three interconnected modules to solve the remaining challenges identified: an anomaly detection module, a Retrieval-Augmented Generation (RAG) module, and an emotion detection module. The anomaly detection module would identify relevant events within the game, serving as a trigger for narration. The RAG module would provide necessary context regarding the game's rules and strategies, ensuring accurate and consistent narration. The emotion detection module would gauge the atmosphere of the game and the players' emotions, allowing the LLM to craft a creative and engaging narrative. The framework's effectiveness could be evaluated in the multiplayer card game Chef's Hat, where player interactions and game data can be easily recorded and analyzed. The evaluation metrics would include Coherence, Relevance and Engagement.

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Publication Details

Published
2024-09-15
DOI
https://doi.org/10.1109/aciiw63320.2024.00032
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

Nova: A Dynamic Emotion-Based Narrator for Competitive Games

Bruno Fernandes, Leandro Honorato, Nathália Cauás
Digital Games and Media
article

Nova: A Dynamic Emotion-Based Narrator for Competitive Games

Bruno Fernandes, Leandro Honorato, Nathália Cauás
article en

Abstract

This paper discusses the problem of dynamic game narration and proposes a solution conceptualized to enhance player experience by providing real-time, creative and context- aware narration using large language models (LLMs). Based on the literature review, the framework would consist of three interconnected modules to solve the remaining challenges identified: an anomaly detection module, a Retrieval-Augmented Generation (RAG) module, and an emotion detection module. The anomaly detection module would identify relevant events within the game, serving as a trigger for narration. The RAG module would provide necessary context regarding the game's rules and strategies, ensuring accurate and consistent narration. The emotion detection module would gauge the atmosphere of the game and the players' emotions, allowing the LLM to craft a creative and engaging narrative. The framework's effectiveness could be evaluated in the multiplayer card game Chef's Hat, where player interactions and game data can be easily recorded and analyzed. The evaluation metrics would include Coherence, Relevance and Engagement.

Instituto Federal de Educação Ciência e Tecnologia da Paraíba (BR), Universidade de Pernambuco (BR)
Openalex Percentile: Top 53%
Digital Games and Media
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Nova: A Dynamic Emotion-Based Narrator for Competitive Games — Bruno Fernandes, Leandro Honorato, et al. · (2024) | TGRS Research Map | TGRS