SDJul 4, 2022
An adaptive music generation architecture for games based on the deep learning Transformer modeGustavo Amaral Costa dos Santos, Augusto Baffa, Jean-Pierre Briot et al.
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of training examples, corresponding to his preferred musical style. The system generates various musical layers, following the standard layering strategy currently used by composers designing video game music. To adapt the music generated to the game play and to the player(s) situation, we are using an arousal-valence model of emotions, in order to control the selection of musical layers. We discuss current limitations and prospects for the future, such as collaborative and interactive control of the musical components.
CLMay 12, 2025
Characterizing the Investigative Methods of Fictional Detectives with Large Language ModelsEdirlei Soares de Lima, Marco A. Casanova, Bruno Feijó et al.
Detective fiction, a genre defined by its complex narrative structures and character-driven storytelling, presents unique challenges for computational narratology, a research field focused on integrating literary theory into automated narrative generation. While traditional literary studies have offered deep insights into the methods and archetypes of fictional detectives, these analyses often focus on a limited number of characters and lack the scalability needed for the extraction of unique traits that can be used to guide narrative generation methods. In this paper, we present an AI-driven approach for systematically characterizing the investigative methods of fictional detectives. Our multi-phase workflow explores the capabilities of 15 Large Language Models (LLMs) to extract, synthesize, and validate distinctive investigative traits of fictional detectives. This approach was tested on a diverse set of seven iconic detectives - Hercule Poirot, Sherlock Holmes, William Murdoch, Columbo, Father Brown, Miss Marple, and Auguste Dupin - capturing the distinctive investigative styles that define each character. The identified traits were validated against existing literary analyses and further tested in a reverse identification phase, achieving an overall accuracy of 91.43%, demonstrating the method's effectiveness in capturing the distinctive investigative approaches of each detective. This work contributes to the broader field of computational narratology by providing a scalable framework for character analysis, with potential applications in AI-driven interactive storytelling and automated narrative generation.
HCJan 7, 2016
Live-action Virtual Reality GamesLuis Valente, Esteban Clua, Alexandre Ribeiro Silva et al.
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in the game stage, which is the mixed-reality environment where the game happens. The game stage is a kind of "augmented virtuality"; a mixed-reality where the virtual world is augmented with real-world information. In live-action virtual reality games, players wear HMD devices and see a virtual world that is constructed using the physical world architecture as the basic geometry and context information. Physical objects that reside in the physical world are also mapped to virtual elements. Live-action virtual reality games keeps the virtual and real-worlds superimposed, requiring players to physically move in the environment and to use different interaction paradigms (such as tangible and embodied interaction) to complete game activities. This setup enables the players to touch physical architectural elements (such as walls) and other objects, "feeling" the game stage. Players have free movement and may interact with physical objects placed in the game stage, implicitly and explicitly. Live-action virtual reality games differ from similar game concepts because they sense and use contextual information to create unpredictable game experiences, giving rise to emergent gameplay.