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