9,382 Hits in 3.5 sec

Learning to Speak and Act in a Fantasy Text Adventure Game [article]

Jack Urbanek, Angela Fan, Siddharth Karamcheti, Saachi Jain, Samuel Humeau, Emily Dinan, Tim Rocktäschel, Douwe Kiela, Arthur Szlam, Jason Weston
2019 arXiv   pre-print
We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue.  ...  In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game.  ...  Conclusion We introduced a large-scale crowdsourced fantasy text adventure game research platform where agents-both models and humans-can act and speak in a rich and diverse environment of locations, objects  ... 
arXiv:1903.03094v1 fatcat:cvbsurxe2fcbfimngylgt7e5di

Learning to Speak and Act in a Fantasy Text Adventure Game

Jack Urbanek, Angela Fan, Siddharth Karamcheti, Saachi Jain, Samuel Humeau, Emily Dinan, Tim Rocktäschel, Douwe Kiela, Arthur Szlam, Jason Weston
2019 Proceedings of the 2019 Conference on Empirical Methods in Natural Language Processing and the 9th International Joint Conference on Natural Language Processing (EMNLP-IJCNLP)  
We introduce a large-scale crowdsourced text adventure game as a research platform for studying grounded dialogue.  ...  In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game.  ...  Acknowledgements We thank Taís Mauk and Lisa Wong for their help with this project. We also thank our reviewers for their comments and suggestions.  ... 
doi:10.18653/v1/d19-1062 dblp:conf/emnlp/UrbanekFKJHDRKS19 fatcat:squ7dwsqbzc4jdfb2p4jfqebtm

Situated Language Learning via Interactive Narratives [article]

Prithviraj Ammanabrolu, Mark O. Riedl
2021 arXiv   pre-print
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal  ...  These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue  ...  Acknowledgements We thank Matthew Hausknecht, Xingdi Yuan, and Marc-Alexandre Côté of Microsoft Research for useful discussions on text games and their work on the Jericho and TextWorld platforms.  ... 
arXiv:2103.09977v1 fatcat:iapjqjrijjdrhjho5jsl7apf7y

How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds [article]

Prithviraj Ammanabrolu, Jack Urbanek, Margaret Li, Arthur Szlam, Tim Rocktäschel, Jason Weston
2021 arXiv   pre-print
We seek to create agents that both act and communicate with other agents in pursuit of a goal.  ...  Towards this end, we extend LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text-game -- with a dataset of quests.  ...  The LIGHT game environment is a multi-user fantasy text-adventure game consisting of a rich, diverse set of characters, locations, and objects (1775 characters, 663 locations, and 3462 objects).  ... 
arXiv:2010.00685v3 fatcat:obib3frstvfytjaurprtv7hgg4

Situated Dialogue Learning through Procedural Environment Generation [article]

Prithviraj Ammanabrolu, Renee Jia, Mark O. Riedl
2022 arXiv   pre-print
Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language.  ...  We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums.  ...  Agents in text games operate-perceiving, acting in, and speaking to others in a world-entirely using textual natural language.  ... 
arXiv:2110.03262v2 fatcat:grqhsmg5srb6lotre7dorzr3je

Worlds of many languages. Transformations in fictional text universes

Stefan Lundström, Anette Svensson
2020 Nordic Journal of Literacy Research  
His research interests mainly concern literature didactics in relation to young people's media habits, with a particular focus on education and learning linked to stories in different media.  ...  Her research interest lies in the field of literature didactics, focusing on young people's media habits, multimodal texts and text universes in relation to literary education.  ...  They acquire that particular community's subjective viewpoints and learn to speak its language" (1989, p. 48) .  ... 
doi:10.23865/njlr.v6.2053 fatcat:x444x47pbnhzfbrbdwjo2pt23i

Language-learner experiences in an online virtual world

Kevin Ballou
2009 The JALT CALL Journal  
The current study seeks to continue the exploration of language learning in virtual worlds with a look at learner experiences in a fantasy online role-playing game.  ...  For example, the first quest, meant to familiarize new players with basic game movement and the Questgiver system, displayed the following text: A Threat Within Speak with  ... 
doi:10.29140/jaltcall.v5n2.80 fatcat:lgijxmzpmbbr5beypelc4iqmaq

It's More Like a Tendency: Trajectories of the Literary in Kentucky Route Zero

Eric Stein
2021 Zenodo  
To this end, the proposed paper examines the literariness of Kentucky Route Zero, presenting a preliminary framework for more in-depth studies of the game as a literary work.  ...  After seven years of development, the final act of Cardboard Computer's Kentucky Route Zero was released in January of 2020 to widespread acclaim.  ...  The storm waters begin to subside. We set to work rebuilding. And in the final sequence, we gather for a funeral, arrayed around the grave of two horses who were trapped and drowned during the storm.  ... 
doi:10.5281/zenodo.4603525 fatcat:dfgmgzilnjdorfafyruovlf4ou

Byte-Sized Middle Ages: Tolkien, Film, and the Digital Imagination

Courtney M. Booker
2004 Comitatus: A Journal of Medieval and Renaissance Studies  
It was a text-only adventure, the first of what would later be dubbed "interactive fiction" games.  ...  Tolkien: A Biography (Boston 1977) 226-229; and D. A. Anderson, "A Note on the Text" in J. R. R.  ... 
doi:10.1353/cjm.2004.0037 fatcat:ngb37czgwjbvpk5zmzskony4hq

Page 1820 of Linguistics and Language Behavior Abstracts: LLBA Vol. 27, Issue 4 [page]

1993 Linguistics and Language Behavior Abstracts: LLBA  
It is noted that unlike most computer games based on adventures in fantasy worlds, this game has both didactic & educational value as it focuses on events in daily life & real-world problems faced by teenagers  ...  9308248 9308248 Coudurier, Beate (U Lyon II, F-69365 Cedex 07 France), Le Travail sur le texte en LEA: une approche énonciative de la traduction (Work on Text in Applied Foreign Language: A Speech Act  ... 

Learner autonomy development through digital gameplay

Alice Chik
2011 Digital Culture & Education  
Students in Hong Kong are required to take English as a foreign language, which resulted in a huge range of proficiency, but Japanese is not offered at public schools.  ...  Playing digital games is undeniably a popular leisure activity, and digital gaming is also gaining academic attention and recognition for enhancing digital literacies and learning motivation.  ...  The author would also like to thank Samson Ng and Wan Man Chiu for their contributions to the project.  ... 
doaj:110ff224532944ae89f74079b21a0d69 fatcat:pub6fxrmmvabjlx5kycjgrwnpe

Life and Death in the Second Person: Identification, Empathy, and Antipathy in the Adventure Gamebook

Paul Wake
2016 Narrative  
Fiction and video games, before turning to a consideration of the points at which the forms diverge.  ...  of transparency, arguing that identification with the gamebook you is specific to, and reliant upon, the material properties of the print text. 1 Life and death in the second person: Identification, empathy  ...  : structured collective oral storytelling (Dungeons & Dragons); gamebooks and Choose Your Own Adventure stories; and interactive fiction and text-based games" (11).  ... 
doi:10.1353/nar.2016.0009 fatcat:fzpu6ub76jg4lgrz6bexlu7fbm

Narrative-Centered Learning Environments: A Story-Centric Approach to Educational Games [chapter]

James C. Lester, Jonathan P. Rowe, Bradford W. Mott
2012 Emerging Technologies for the Classroom  
Much of the appeal of narrative-centered learning arises from the capability of narrative to provide a meaningful structure for integrating pedagogical objectives into a unifying, coherent form that serves  ...  This chapter explores the relationship between narrative-centered learning and student motivation.  ...  ACKNOWLEDGEMENTS The authors wish to thank members of the IntelliMedia Group of North Carolina State University Additional support was provided by the Bill and Melinda Gates Foundation, the William and  ... 
doi:10.1007/978-1-4614-4696-5_15 fatcat:kyoiw5dkyzg5lp366ndbjk4v7q

Computers in non-school settings

James A. Levin
1982 ACM SIGCUE Outlook  
Educational adventure _games Children who play existing adventure games learn in great detail the geography of the fantasy world (what cave rooms are connected to which),. the ' various dangers and ways  ...  Children learn about caves, dragons, and arbitrary treasures in the current adventure games.  ... 
doi:10.1145/1045047.1045048 fatcat:oa3eomedkbfwrny25n625233ti

Page 243 of Recreation Vol. 30, Issue 5 [page]

1936 Recreation  
in a huge voice, the characters in the pageant may speak lines.  ...  In writing your pageant use ope of dash, daring and the spirit of adventure. Organize it down to the last detail.  ... 
« Previous Showing results 1 — 15 out of 9,382 results