Skip to content

References

Dustin Spencer edited this page Oct 9, 2024 · 15 revisions
  1. Ammanabrolu, P., Cheung, W., Tu, D., Broniec, W., & Riedl, M. (2020). Bringing Stories Alive: Generating Interactive Fiction Worlds.

    • This paper discusses generating interactive fiction using AI, focusing on creating coherent and engaging narrative worlds, which could be useful for narrative generation in UnscriptedAdventures.
    • https://arxiv.org/pdf/2001.10161
  2. Acharya, D., Mateas, M., & Wardrip-Fruin, N. (2021). Interviews Towards Designing Support Tools for TTRPG Game Masters.

  3. Brown, T., et al. (2020). Language Models are Few-Shot Learners.

    • This paper introduces GPT-3 and discusses its few-shot learning capabilities, which are foundational to many current LLM applications like UnscriptedAdventures.
    • https://arxiv.org/pdf/2005.14165
  4. Callison-Burch, C., et al. (2022). Dungeons and Dragons as a Dialogue Challenge for Artificial Intelligence.

    • This paper frames D&D as a dialogue challenge for AI, exploring how LLMs can predict player utterances based on game context, relevant to player interaction handling in UnscriptedAdventures.
    • https://aclanthology.org/2022.emnlp-main.637.pdf
  5. Rameshkumar, R., & Bailey, P. (2020). Storytelling with Dialogue: A Critical Role Dungeons and Dragons Dataset.

    • This paper presents a dataset from Dungeons and Dragons gameplay, exploring how AI can learn from real TTRPG dialogue. It’s a valuable resource for understanding how narrative AI can interact with complex human dialogue.
    • https://aclanthology.org/2020.acl-main.459.pdf
  6. Louis, A., & Sutton, C. (2018). Deep Dungeons and Dragons: Learning Character-Action Interactions from Role-Playing Game Transcripts.

    • This research focuses on learning from role-playing game transcripts to model character interactions, which could improve UnscriptedAdventures' ability to simulate realistic character actions.
    • https://aclanthology.org/N18-2111.pdf
  7. Zhou, P., et al. (2023). I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons.

  8. Kreminski, M., Dickinson, M., Wardrip-Fruin, N., & Mateas, M. (2022). Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling.

  9. Samuel, B., Mateas, M., & Wardrip-Fruin, N. (2016). The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration.

  10. Perez, M. R. B., Eisemann, E., & Bidarra, R. (2021). A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation.

  11. Newman, P., & Liu, Y. (2022). Generating Descriptive and Rules-Adhering Spells for Dungeons & Dragons Fifth Edition.

  12. Yuan, Y., Cao, J., Wang, R., & Yarosh, S. (2021). Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game Experience.

  13. Zhu, A., Martin, L., Head, A., & Callison-Burch, C. (2023). CALYPSO: LLMs as Dungeon Master's Assistants.

    • This paper presents the CALYPSO system, a tool to assist Dungeon Masters with real-time support in generating encounters, narrative guidance, and maintaining narrative consistency. It provides useful insights for designing LLM-based RPG systems like UnscriptedAdventures.
    • https://arxiv.org/pdf/2308.07540
Clone this wiki locally