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Toward Automated Quest Generation in Text-Adventure Games

arXiv 1909.06283 ↗First posted 13 Sep 2019cs.CL cs.AIcited by 14

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Abstract (arXiv)

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.

Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). First posted on arXiv 13 Sep 2019.

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Citing papers per year: 2021: 5; 2022: 3; 2023: 2; 2024: 2; 2025: 2.

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