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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text Corpora</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Description</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Judith van Stegeren and Marie ̈t Theune Human Media Interaction University of Twente Enschede</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>High-quality video game text corpora can be used as resources for many types of research, including but not limited to text generation for games. However, these corpora are scarce. We address this issue by proposing a number of quality criteria for video game text corpora, and describing from where such corpora can be obtained. We also present three datasets with game texts from popular video games Torchlight II, Star Wars: Knights of the Old Republic and The Elder Scrolls, together with examples of how these corpora can be used in research.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Procedural content generation (PCG) for video games deals
with the automatic creation of video game assets, such as
textures, music and levels. We can also generate in-game
text, such as dialogue and quests, by using techniques from
natural language generation (NLG). NLG is a part of natural
language processing, the research field that combines
linguistics, computer science and AI. NLG has seen serious
developments in the past years, especially due to machine learning
and architectures built on neural networks, e.g. word2vec
        <xref ref-type="bibr" rid="ref22">(Mikolov et al. 2013)</xref>
        , BERT
        <xref ref-type="bibr" rid="ref7">(Devlin et al. 2019)</xref>
        , and GPT-2
        <xref ref-type="bibr" rid="ref26">(Radford et al. 2019)</xref>
        .
      </p>
      <p>Most text generators for video games still use techniques
from more than fifty years ago, such as pattern-matching
and string replacement. Newer methods often need large
amounts of data for training, but text corpora sourced from
video games are scarce. Additionally, rules and templates for
text generators in academia are mostly written by amateur
writers, which means that the output of these systems is not
representative for the output of professional game writers.</p>
      <p>High-quality video game text corpora can be used as
resources for many types of research, including but not
limited to text generation for games. Moreover, if multiple
researchers use the same corpus this facilitates comparison
of their results and can lead to research advancements, for
example via the organisation of shared tasks.</p>
      <p>In this paper, we address the scarcity of video game text
corpora and make the following contributions:
• We propose a number of quality criteria for video game
text corpora.
• We describe from where such corpora can be obtained.
• We present three datasets with game texts from popular
video games, together with examples of how these corpora
can be used in research.</p>
      <p>With this, we hope to raise awareness of the importance
of high-quality game text corpora as a resource for AI for
digital entertainment, and to encourage researchers to collect
and, if possible, share their own corpora, as a step towards
shared progress in the field.</p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <sec id="sec-2-1">
        <title>Corpora in games and AI</title>
        <p>
          Inspired by the NLP field, where sharing corpora for shared
tasks is the norm, games and AI researchers have started
to share datasets to bring the research field forward as well.
Although they are termed corpora, a term normally reserved
for collections of text, most of these datasets do not contain
game text, but other types of game assets.
          <xref ref-type="bibr" rid="ref31">Summerville et
al. (2016)</xref>
          collected a corpus of video game levels in three
annotation formats, which can be used for procedural
content generation and level design analysis. Various datasets
with gameplay data have been released, for analysing player
strategies and training AI-systems that can play games
autonomously. For example,
          <xref ref-type="bibr" rid="ref20">Lin et al. (2017)</xref>
          created a dataset
of StarCraft replays that can be used for learning gameplay
models. They also reviewed existing StarCraft datasets, and
proposed a list of quality criteria for gameplay datasets for
machine learning. Despite the differences in content, this
research can be used as source of inspiration for creators of
text corpora: what makes these datasets usable, how are they
used by researchers after release, and what is ‘quality’ for
datasets in games and AI?
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Text generation for video games</title>
        <p>
          Most research on generating textual game content uses
either template-based techniques
          <xref ref-type="bibr" rid="ref15 ref21 ref5">(Caropreso et al. 2012;
Lukin, Ryan, and Walker 2014)</xref>
          , rewriting techniques based
on grammars
          <xref ref-type="bibr" rid="ref12 ref12 ref13 ref28">(Ryan et al. 2016; Grinblat and Bucklew 2017;
Hall, Williams, and Headleand 2017; Green et al. 2018)</xref>
          or
graphs
          <xref ref-type="bibr" rid="ref15">(Kybartas and Verbrugge 2014)</xref>
          . The use of newer
NLP techniques, which build on machine learning
architectures, must largely still be explored in the context of video
games. A notable exception is the work of
          <xref ref-type="bibr" rid="ref33">Walker et al.
(2011)</xref>
          , who used used statistical machine learning to create
language models of character linguistic style. The language
models were used to generate dialogue with personality for
SpyFeet, a prototype roleplaying game. The authors used
film dialogues as the basis for the linguistic models. A game
that does leverage state-of-the-art NLG techniques is text
adventure game AI Dungeon
          <xref ref-type="bibr" rid="ref34">(Walton 2019)</xref>
          . This game uses
OpenAI’s GPT-2 language model
          <xref ref-type="bibr" rid="ref26">(Radford et al. 2019)</xref>
          to
generate personalized text adventures. The game’s generator
was trained on a corpus from the website
ChooseYourAdventure.com, a community around choose-your-own-adventure
style story games.
        </p>
        <p>
          A limitation of current research is that the output of
generator systems is often not based on material written by
professional video game writers. For the purpose of academic
research, most researchers create their own games, templates
or grammars, or ask research participants to create game texts
in crowdsource experiments
          <xref ref-type="bibr" rid="ref25">(Orkin and Roy 2007)</xref>
          . An
exception is when game developers publish in academic venues
about their own text generators, such as
          <xref ref-type="bibr" rid="ref12">Grinblat and Bucklew
(2017)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Text analysis for video games</title>
        <p>We cannot separate text generation from text analysis, as text
analysis can inform generative systems before and after
generation. Before generation, a generator can use text analysis
techniques to model the structure of its output by codifying
patterns observed in examples. After generation, text analysis
can be used to evaluate properties of the generated artifacts.</p>
        <p>
          There is also an increasing interest in generators that can
respond to their input and create context-sensitive outputs.
          <xref ref-type="bibr" rid="ref14">Kreminski, Karth, and Wardrip-Fruin (2019</xref>
          ) argue that
describing how a procedural generator reads and interprets its
input is as important as describing how the generator
generates its output. This is especially true for procedural
generation that is based on machine learning (Summerville et al.
2018), where the input (i.e. training data) is a determining
factor in the generation process.
        </p>
        <p>
          Landwehr, Diesner, and Carley (2009) scraped a corpus
of World of Warcraft quests from quest repository
Allakhazam,1 and used this to analyse the cultural and narrative
elements embedded in quest text.
          <xref ref-type="bibr" rid="ref15">Kybartas and Verbrugge
(2014)</xref>
          presented an approach for quest generation by using
graph rewriting techniques. Their quest generator, called
ReGEN, can generate new quests based on changes in game
state, making player choices more meaningful. To validate
their approach in a quantitative way, the authors also
proposed a metric for the quality of a (game) narrative. They
used this metric to measure the performance of their quest
generator compared to the quests of The Witcher and Elder
Scrolls V: Skyrim. The quest data for the two games was
        </p>
        <sec id="sec-2-3-1">
          <title>1https://wow.allakhazam.com/</title>
          <p>
            Allakhazam’s World of Warcraft quest database was discontinued
in 2013.
collected from game wikis.
            <xref ref-type="bibr" rid="ref30">Schlu¨nder and Klabunde (2013)</xref>
            analysed greetings in NPC dialogue transcriptions of Skyrim,
and proposed an algorithm for more context-sensitive
greeting generation.
          </p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>Related text corpora</title>
        <p>
          Video game text constitutes many different types of text.
Depending on properties like genre and gameplay, a game might
consist of dialogue, narratives, quests, and flavor text. By
flavor text, we mean game text that has a cosmetic purpose
as opposed to a functional one. Text processing for the video
games domain can profit from NLP research that studies the
types of text that we also encounter in games, such as
dialogue and stories. Text corpora for these types of text are
much more common, e.g. the CMU movie summary corpus
          <xref ref-type="bibr" rid="ref1 ref30">(Bamman, O’Connor, and Smith 2013)</xref>
          and the ROCStories
corpus
          <xref ref-type="bibr" rid="ref24">(Mostafazadeh et al. 2016)</xref>
          for stories, and the
switchboard corpus
          <xref ref-type="bibr" rid="ref9">(Godfrey, Holliman, and McDaniel 1992)</xref>
          for
dialogues. However, the usefulness of these corpora for the
video games domain is limited, as results on these corpora
might not be transferable to video games. For example, story
corpora might contain stories that consist of a few sentences,
which is not comparable to the interactive and complex
narratives found in video games.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Quality of video game corpora</title>
      <p>In order to benefit from the recent developments in NLP and
AI, we need high-quality datasets of video game texts, both
for training and evaluation. Recent neural architectures, such
as GPT-2 and BERT, can be fine-tuned on small,
domainspecific datasets to increase their performance for specific
domains or tasks. Video game text corpora can be used for
fine-tuning these systems specifically to video game texts,
which is likely to increase the effectivity of NLP techniques
for the games domain. Additionally, text corpora with ground
truth data can be used for evaluating new techniques and
systems.</p>
      <p>
        Below, we propose quality criteria for video game text
corpora, based on our experience in researching NLP for
video games. This list is a first attempt to create an overview
of desirable properties for new datasets, similarly to the list
provided by
        <xref ref-type="bibr" rid="ref20">Lin et al. (2017)</xref>
        .
      </p>
      <p>Richness Datasets should contain both game text and
information about their in-game context.</p>
      <p>Representativeness Strings in the dataset should be written
by professional video game writers. Strings should
preferably be sourced from popular or well-known (commercial)
games that have a substantial user base.</p>
      <p>Diversity Datasets should reflect the diversity of the video
games domain.</p>
      <p>Portability Datasets should be shared in a portable
plaintext format that does not require special tools to read or
modify.</p>
      <p>Researchers might be able to find ‘text dumps’ of
popular games2 online, which consist of strings from the game
without any context. However, because game texts are
governed by the underlying game logic, game texts are inherently
context-sensitive. If we try to analyse a game text in
isolation, we cannot interpret it correctly. Consequently, game
text corpora should provide rich information about the
context of each text. For example, for dialogue lines, we need
information about conversation participants. Which NPC is
saying what, to whom, and why? What is their relation to
the player character? Is a particular dialogue line part of a
larger narrative (such as the main storyline) or a story of
minor importance (a side quest, an NPC backstory, flavor text)?
Are there specific conditions in which the text is shown, or
explicitly hidden from the player? Is there a specific order in
which text is presented, or is the player free to choose?</p>
      <p>Another challenge is that corpora need labels or some other
kind of ground truth before we can use them for supervised
machine learning and evaluation. Although in most cases
game texts do not have labels in the strict sense of the word,
we can use properties from the in-game context as ground
truth. We will discuss below how this applies to the datasets
presented in this paper.</p>
      <p>Some research uses corpora of video game text that are
not representative of the video games domain, such as text
sourced from research games, text written by academics, or
text crowdsourced from research participants. Ideally, video
game corpora consist of text written by (professional) game
writers, sourced from real-world video games. Here, we mean
real-world games as opposed to prototype games or research
games, which are also prevalent in research but are generally
shared with and played by a limited audience.</p>
      <p>Diverse corpora are needed to reflect the diversity in games.
There are many different types of in-game texts: NPC
dialogue, item descriptions, in-game lore, puzzles and riddles,
narration, flavor text, names, quests, tutorials and text from
graphical user interfaces. If research is limited to only one
type of game text, it does not do justice to the diversity of
video games. Similarly, we need corpora that span the
diversity in game genres, narrative genres and game developer
backgrounds. Diversity is in the interest of the research field,
as text processing methods might not transfer across game
genres, narrative genres, storytelling methods, settings,
writing styles and other aspects of game writing.</p>
      <p>Finally, to ensure portability, corpora should be shared
in a plain-text data format that is supported on a variety of
platforms, such as CSV or JSON.</p>
    </sec>
    <sec id="sec-4">
      <title>Obtaining new video game corpora</title>
      <p>In this section we discuss methods for obtaining data that can
be used as a source for new video game corpora: extracting
text from game files, and scraping text from fan-websites.</p>
      <sec id="sec-4-1">
        <title>Extracting text from game files</title>
        <p>The highest quality data can be obtained directly from game
files, as these contain the actual text that players will see
2Such as this text dump with dialogue from role-playing
game Disco Elysium (ZA/UM 2019): https://gist.github.com/jd7h/
e724eb2b23faa42b51424ac110c7b976
during the game. We discuss three different approaches for
this: extracting data from files of open-source games, using
modding software provided by the publisher or developer, and
using tools provided by online modding communities. Since
we want to collect datasets that fulfill the representativeness
property discussed above, we focus on real-world games.</p>
        <p>Extracting text from open-source games can be an
accessible approach to obtaining game texts from real-world games.
It is in the interest of the open source community to make the
inner working of the game, such as the working of the game
engine and the structure of game assets, as understandable
and usable as possible. Consequently, files are often stored
in open and human-readable formats, the structure of game
files and the working of the game engine is often documented
and published, and game files require no proprietary or
unpublished tools for inspection or modification. This is an
advantage if we want to extract data from them for analysis.</p>
        <p>Open-source games exist in a variety of types. They can
be original games that were made available as open source
from the start, such as Endless Sky, or open-source clones
of closed-source games, such as openRA, an open-source
clone of Command &amp; Conquer: Red Alert. Some open-source
clones are shipped with assets from the original game; others
require the original game disks. Besides open-source games,
there are also efforts to create open-source game engines,
such as xoreos,3 a project to opensource Bioware’s Aurora
game engine. An open-source game engine, and the
accompanying tools, can help us extract game assets from commercial
games.</p>
        <p>However, most games are not open source. Games files of
commercial games might be compressed, to save space and
provide fast access for the game engine, or even encrypted, to
prevent tampering and theft. In that case, we can use modding
(modification) software to access the files. As modding tools
are created with modification in mind, it depends on the tool
whether it is possible to export (textual) game assets in bulk.</p>
        <p>
          It is becoming more common for game publishers to
release official modding software after the release of the game.
Examples of games that come with their own modding toolkit
are Torchlight II (GUTS), Morrowind (TES Construction Kit)
and Skyrim (Creation Kit). The game’s publisher or game
development studio has an interest in the success of the official
tools, as an active modding community can improve the life
expectancy of a newly released game
          <xref ref-type="bibr" rid="ref18">(Lee et al. 2020)</xref>
          .
        </p>
        <p>Official modding tools are often based on the developer’s
in-house tools. Consequently, they tend to be more robust
than their community-provided counterparts discussed below.
Their biggest advantage is that they often integrate well with
the game engine and game files. Sometimes the publisher
also provides extras that increase the usability of the tools,
such as documentation and tutorials.</p>
        <p>If the publisher has not released any tooling for modifying
the game, or the official tooling is found to be too restrictive,
the player community often starts making their own tooling.
Community-provided tools are shared online via modding
community websites (such as NexusMods), gaming forums,
and gaming platforms (such as Steam Workshop). Tools vary</p>
        <sec id="sec-4-1-1">
          <title>3https://xoreos.org/</title>
          <p>from simple scripts to professionally developed software with
a GUI and documentation.</p>
          <p>However, not every game has an active modding
community. Secondly, there is no guarantee that a
communityprovided tool will actually function correctly. Code may be
untested, undocumented, or incompatible with newer
computer systems. Finally, community-provided modding tools
might require a high level of technical proficiency of the user.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>Extracting game text from fan websites</title>
        <p>
          Fan culture can give rise to extensive fan-made websites
and wikis, where players collect information about the game,
discuss strategies and share fanart. Often these fan-made
websites are a great resource for texts (and other media) from
the game.
          <xref ref-type="bibr" rid="ref15">Kybartas and Verbrugge (2014)</xref>
          used the fan wikis
of The Witcher and Skyrim to obtain information about game
quests.
          <xref ref-type="bibr" rid="ref2">Bergsma, van Stegeren, and Theune (2020</xref>
          ) used
ingame lore books and NPC dialogue sourced from The Elder
Scrolls fan websites for their sentiment analysis research.
The main advantage of collecting data from fan websites is
that the text is already available in plain text, as opposed to
text in game files, which is often compressed, encrypted or
stored in a proprietary format. A possible drawback is that
data from fan websites generally needs considerable data
cleaning before it is of comparable quality to data extracted
from the games themselves. Since fan wikis are often
crowdsourced, we cannot be sure of the accuracy of the text we
find there. Information might be spread over various pages,
structured in a heterogeneous format or missing. Similarly
to other crowd-sourced internet resources such as Wikipedia,
we might find text with errors ranging from spelling mistakes
to untrue information. Another drawback of extracting game
text from fan websites is that the texts might be presented
without information about in-game context, which is contrary
to our richness requirement.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Datasets</title>
      <p>
        We used the techniques mentioned in the previous section to
create three datasets with game text. The texts were sourced
from popular commercial games: Torchlight II
        <xref ref-type="bibr" rid="ref27">(Runic Games
2012)</xref>
        , Star Wars: Knights of the Old Republic
        <xref ref-type="bibr" rid="ref4">(BioWare
2003)</xref>
        and games from The Elder Scrolls video game series.
The three datasets contain a broad range of game texts: linear
NPC dialogue, branching NPC dialogue, quest objectives,
GUI text, and flavor text. We briefly discuss the method for
collecting each dataset, the contents and possible applications.
Our methods for extracting text data from game assets do not
generalise to other games, which is why we have not included
a detailed technical description of our data collection methods
in this paper. However, we will provide detailed descriptions
of our extraction methods with the released datasets.
      </p>
      <sec id="sec-5-1">
        <title>Dataset: Torchlight II quests</title>
        <p>An example of a game that comes with modding software
provided by the publisher is Torchlight II. Torchlight II is
an action role-playing game that takes place in a fantasy
world. The game consists of a main story that revolves around
the destructive and corrupted Alchemist, and a collection of
randomly generated dungeons that the player can explore
as side-quests. The publisher, Runic Games, has published
their in-house development kit “GUTS”, together with a set
of tutorials to teach players how they can change parts of the
game and write their own extensions.</p>
        <p>Torchlight’s game assets are stored as XML-like
UTF-16encoded plaintext files, which are compressed and stored in
PAK archives. We used GUTS to unpack Torchlight’s game
files from its main PAK archive. We then created a Python
script to parse the XML files, extract the game text, and turn
this into a ready-to-use dataset with quest texts and associated
NPC dialogue. For accessibility reasons, we have created two
datasets: a ‘flattened’ two-dimensional CSV, and a
JSONdataset that resembles the structure of the original game files.
Both formats are highly portable, as they consist of plaintext
data that is compatible with all kinds of tools and libraries.</p>
        <p>In order to create the dataset, we combined data from two
types of game assets: quest files and unit files. Quest files
describe events, story components and dialogue. Quests are
used to control the flow of the game narrative. They make
up the main storyline and a set of side quests that revolve
around procedurally-generated dungeons. Unit files describe
interactive in-game objects, such as NPCs, items and doors.
We used the unit files to translate the NPC identifiers found
in quest dialogue data to human-readable NPC names.
Dataset contents The dataset of Torchlight II quests
consists of 184 quests, out of which 131 quests contain text.
The quests that have no text are used for controlling in-game
objects, such as doors and checkpoints.</p>
        <p>A quest can contain many different types of texts, such as
NPC dialogue, flavor text, back story and GUI text. Most of
the texts are dialogue lines. Whether a particular dialogue
line is shown in-game depends on the player’s progress for
that respective quest. Quests might also contain flavor text.
For an overview of the different text types, see Figure 1.
Figure 2 shows three lines of dialogue from one of the
sidequests in the game. The amount of dialogue contained in
each quest varies. Simple side-quests contain only a few
lines of dialogue for one NPC, i.e. client or the quest-giver
that acts as the start and completion point of a quest. Larger
quests may contain dialogue lines for multiple NPCs. The
Torchlight II dataset consists of about 1000 datapoints, of
which approximately 70% is NPC dialogue. 27 datapoints
contain a long-form story synopsis that summarizes part of
the main quest. The remaining datapoints are GUI text, which
describe quest objectives in one of two lines.</p>
        <p>Applications The Torchlight II quest dataset contains text
type annotations, which can be used to filter specific types
of text by in-game purpose. For example, since we can
distinguish between quests from the main quest line and side
quests, we can use this dataset to study the differences
between these quest types. If we are researching flavor text,
we can look at quest objects that contain ‘passive dialogue’.
Another example is quest objectives. We can use the list of
quest objectives as ground truth for summaries of quest
introduction dialogue. This data combination can be used to
evaluate summarization techniques from the NLP field, to
see how well they perform in a video games context.</p>
        <sec id="sec-5-1-1">
          <title>Dialogue type Description intro return</title>
          <p>details
huddetails
more details
complete
passive</p>
          <p>Dialogue text of the NPC that introduces the quest to the player.</p>
          <p>Dialogue that the NPC speaks when the player returns to the quest-giver before completion of the quest.
The goal or objectives of the quest, as shown upon quest acceptance.</p>
          <p>A list of quest objectives. This list is shown in the game UI when the quest is active.</p>
          <p>Extra backstory for quests from the main questline.</p>
          <p>Dialogue for when the player returns to the quest-giver NPC after successfully completing the quest objective.
After this text, the player receives a reward for completion of the quest, or is shown a new intro text to start a
follow-up quest.</p>
          <p>Stand-alone dialogue lines that act as flavor text.</p>
          <p>Hello! I thought I heard a human moving around out there. Listen, my name’s Medrus. I got ambushed by
some Sturmbeorn, and managed to get clear ... but I got pretty badly injured in the process. I can treat it, but
I need some Merryweather Leaves. They grow around here, but I’m too weak to look for them. Think you
can find some for me, bring ’em back here? You’ll be rewarded, I promise.</p>
          <p>Any luck finding the Merryweather Leaves? I’m not sure how much longer I can hold on ...
You found some! Oh, thank the gods. A few moments’ work, and . . . yes, there it is: a healing poultice. Now
it will just take a little rest, and I’ll be good as new. As it turns out, you brought back more leaves than I
needed. So, here: a Healing Poultice for you, as a reward. Should you be badly injured, it’ll set you right in
no time!”</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>Dataset: Knights of the Old Republic dialogue</title>
        <p>
          Star Wars: Knights of the Old Republic (KOTOR) is a
turnbased action RPG by
          <xref ref-type="bibr" rid="ref4">BioWare (2003)</xref>
          . The game, which is
set in the Star Wars universe, is famous for its high-quality
writing, complex narrative and branching dialogues. During
conversations with NPCs, players can choose from a set of
pre-written dialogue options. Depending on their choices,
different things happen in the game. Player’s choices affect
player character’s abilities, NPC relations and story endings.
        </p>
        <p>
          KOTOR’s dialogues are also highly subjective and
affective. The game story deals with the battle of good against evil,
and conversations in the game reflect this theme: dialogues
do not only revolve around collecting information, but also
around feelings, relationships, and complex moral choices.
Because of this, the dataset contains many different dialogue
acts: characters joke, fight, grieve, lie, bargain, persuade and
fall in love with each other. For an in-depth discussion of
KOTOR’s narrative, we refer the reader to
          <xref ref-type="bibr" rid="ref16 ref35">(Wardrip-Fruin
2009, p. 59–69)</xref>
          .
        </p>
        <p>Text from KOTOR is not easily accessible outside the
game, since the game assets are stored in compressed archive
files in a proprietary format. We extracted all game assets with
text using xoreos-tools, a collection of open-source
modding tools4 provided by the xoreos project. We then
used a customized Python parser to parse the game files. The
parsed data could be used to reconstruct all dialogue trees
from the game to create a dialogue corpus in CSV-format.</p>
        <sec id="sec-5-2-1">
          <title>4https://github.com/xoreos/xoreos-tools</title>
          <p>Dataset contents Our final dataset contains over 25,000
lines of dialogue of 556 uniquely-named dialogue
participants (listeners and speakers). The dataset contains 3305
dialogue tree root nodes, i.e. dialogue lines where the player
or an NPC starts a conversation. Besides conversations
between multiple humanoid characters, the dataset also includes
interactions between the player and droids (robots), security
systems, doors, and other interactive game objects, as the
game models these interactions as dialogue lines. For
example, if the player interacts with a droid, the droid might
“reply” with “This droid is damaged and inactive”. Since it
is text data from the game’s dialog files, we decided to keep
these object interactions in the dataset.</p>
          <p>Each datapoint in the dataset describes one turn in a
conversation between two or more characters. Besides the dialogue
text, the dataset contains the name of the speaker, the name of
the listener (optional), the dialogue tree (references to other
dialogue lines), which character animations should be played
during the dialogue line, and game developer comments. For
an overview of the information included in each datapoint,
see Figure 3.</p>
          <p>Because KOTOR’s dialogue is branching, dialogues are
graphs. As some of these graphs are cyclical (by making
certain choices, the player can have a conversation that never
ends), these are strictly speaking not dialogue trees. For ease
of access, we have stored these graphs as double linked lists:
each data point contains a list of predecessors and successors.
Applications In contrast to the Torchlight II dataset, the
KOTOR dataset consists of only one type of text: dialogue.
We can use it to analyse and generate both linear and
branching dialogue.</p>
          <p>The main strength of this dataset is its size, in terms of
total lines of dialogue, the different speakers, and the breadth
of the covered topics and sentiments. Because the lines were
directly extracted from a game that is known for its
highquality writing, the dataset can be considered representative
of commercial video game writing. As a result, this dataset
can be used for style analysis, and training dialogue
generation systems where the envisioned application domain is
video games. The dataset is annotated with speaker and
listener information, and some conversations involve more than
two characters, so the dataset can be used for multi-party
dialogue generation. Additionally, the dialogues can be used for
analysing character relationships and sentiment. It can also
be used to study the writing of a particular genre or setting,
in this case science fiction and the Star Wars universe.
Because of the high number of domain-specific fantasy words,
the dataset can also be used to evaluate NLP techniques for
domain-specific language.</p>
          <p>2207 dialogue lines are annotated with animation data that
indicate which character animations should be played during
the delivery of the dialogue line. Although less than 10% of
the dataset is annotated this way, the animation annotations
are particularly rich because they convey emotions of game
characters. In other words, we can interpret these annotations
as affective labels. Figure 4 contains an example of a dialogue
where the lines have animation annotations. The dialogue
lines with affective labels can be used for sentiment analysis
and affective text generation.</p>
          <p>We can use this dataset as a basis for smaller, task-specific
datasets. For example, we could filter the dataset for questions
and answers by searching for dialogue trees with question
marks. We could also filter dialogues with personal histories
(search for sentences with high sentiment and subjectivity
scores), jokes (lines with ‘laughing’ animations), or requests
for help (lines with a ‘talk pleading’ animation).</p>
        </sec>
      </sec>
      <sec id="sec-5-3">
        <title>Dataset: The Elder Scrolls documents</title>
        <p>
          The Elder Scrolls (TES) is a series of video role-playing
games by
          <xref ref-type="bibr" rid="ref3">Bethesda Softworks (1994</xref>
          –2014), consisting of
single-player role-playing games Arena (1994), Daggerfall
(1996), Morrowind (2002), Oblivion (2006), Skyrim (2011),
and an MMORPG, The Elder Scrolls Online (2014). Games
in the series are open-world games, which means the player
can explore the game world at their own pace and choose
which objectives they want to focus on. The games take
place in a fantasy world called Tamriel, which has a rich
history that is communicated in various ways throughout the
game: through NPC dialogues, quests objectives, cut scenes,
and in-game documents, such as books and notes. These
documents are collectible objects that the player can find
as they travel through the world. Books can be opened and
read by the player. Their length varies from a few words to a
few hundred words, and some books are part of a series of
multiple volumes. The books contain flavor text, i.e. text that
is not a critical part of the game’s main narrative, but gives
the player background information about the world they are
exploring.
        </p>
        <p>The Imperial Library5 is a fan-website for The Elder
Scrolls, which collects in-game documents from the series.
We scraped the text of over 4800 in-game books, letters and
notes from the website. The dataset includes documents from
all six role-playing games in the series.</p>
        <p>
          Dataset contents The final dataset consists of 4890
documents (at least 4470 unique titles) from six games. Together,
they form a corpus of over 160,000 sentences and 2,000,000
tokens. The Imperial Library website lists metadata for the
ingame documents, such as title, fictional author information,
and a short summary of each document. We annotated the
texts of the documents with this metadata. For an overview
of the structure of the data and an example, see Figure 5.
Applications The TES dataset consists of flavor text
(decorative text) that describes the game world that the player’s
character inhabits. It can be used to study the structure and
contents of game lore and game settings. This can be used
for analysis, like in the research of Landwehr, Diesner, and
Carley (2009), or for generation of new game lore
          <xref ref-type="bibr" rid="ref12 ref12 ref13">(Grinblat
and Bucklew 2017; Hall, Williams, and Headleand 2017)</xref>
          .
        </p>
        <p>The in-game books are interesting to analyse because of the
way they explicitly inform the player about the game world,
which differs from dialogue. The dialogues from Torchlight
II and KOTOR mostly implicitly describe their setting. In
KOTOR, players should derive the meaning of words like
rancor (a monster), droid (robot) and vibrosword (a melee
weapon) from their context, as these terms are not explained
in the game. This differs from the books in The Elder Scrolls,
which explicitly describe the game’s high-fantasy setting
through fictional reference works such as dictionaries, maps,
manuals, cookbooks and histories.</p>
        <p>
          Because of its size, the dataset can also be useful in cases
where a relatively large corpus is needed for machine
learning. For example,
          <xref ref-type="bibr" rid="ref2">Bergsma, van Stegeren, and Theune (2020</xref>
          )
used a preliminary version of this dataset in their research on
sentiment analysis for game texts.They created a language
model from the lore text to learn the implicit relations
between English words and non-English words from the games’
setting, which was then used to adapt a sentiment analysis
lexicon for English to the domain of The Elder Scrolls.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>We have proposed a list of requirements for video game
text corpora: richness, representativeness, diversity and
portability. We have discussed the places where source data for
building new corpora can be found, namely in game files and
on fan websites. Finally, we have presented three
ready-touse datasets with text from a number of popular role-playing
games. These datasets can be used for various applications,
such as NPC personality modeling, sentiment analysis,
dialogue generation, lore generation, and quest generation.</p>
      <p>The datasets and the code for this research are
available online:
https://github.com/hmi-utwente/video-gametext-corpora.</p>
      <sec id="sec-6-1">
        <title>5https://www.imperial-library.info/books/all/by-category</title>
        <p>28209
Judge Shelkar
PLAYER
For your crimes against Manaan and
the Selkath you are banned forever
from this world, on pain of death!
‘Judge Shelkar’: ‘Talk Forceful’
if the player is exiled
[28208, 28252, 28314, 28332]
[28210, 28213, 28215, 28218]
man26 pcexile</p>
      </sec>
      <sec id="sec-6-2">
        <title>Example value</title>
      </sec>
      <sec id="sec-6-3">
        <title>Identifier of this dialogue act in the dataset The character or object that communicates the line The character that listens to the line String literal</title>
        <p>3D animation that should be played during the delivery of the line
Game development notes
Identifiers of previous dialogue lines
Identifiers of next possible dialogue lines, i.e. possible replies
The game file in which this dialogue act can be found.
You’ve been holding out on us again. ‘Mandalorian’: ‘Taunt’, ‘Farmer’: ‘Horror’, ‘Duros Warrior’:
Since you haven’t given us enough ‘Talk Laughing’
money, I guess we’re going to have
to take it out of you piece by piece!
No! Please! Take my wife and chil- ‘Farmer’: ‘Talk Pleading’, ‘Mandalorian’: ‘Ready weapon’
dren instead! Anything!
Ha-ha! Mmm... Wife and children. ‘Mandalorian’: ‘Victory’, ‘Duros Warrior’: ‘Talk Laughing’,
Sounds like a good idea... ‘Duros Warrior’: ‘Talk Laughing’, ‘Duros Warrior’:
‘Talk Laughing’</p>
        <p>A Dying Man’s Last Words
The last words of a world-renowned archaeologist.</p>
        <p>It’s been many days since the collapse. I have had many good and exciting
adventures. I fear this is the last. I am still unsure what happened. (...)</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>This research is supported by the Netherlands Organisation
for Scientific Research (NWO) via the DATA2GAME project
(project number 055.16.114). We would like to thank the
reviewers for their useful remarks. Judith van Stegeren would
like to thank Michiel Werring and the members of the xoreos
project for their helpful suggestions during data collection.</p>
    </sec>
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