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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Procedural Generation of Constructed Languages for Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Aaron Cai</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chris Martens</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Northeastern University Boston</institution>
          ,
          <addr-line>MA 02115</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Fictional languages are an aspect present in many hand-authored narratives, but underexplored in procedurally generated narratives. This paper presents an initial exploration of procedurally generated constructed languages (conlangs), following principles of language construction that relate phonology, morphology, and syntax. We present this generator as a tool for game developers. Our approach allows procedurally generated worlds and narratives to draw upon a generative space of languages that follow plausible linguistic principles.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;procedural generation</kwd>
        <kwd>constructed languages</kwd>
        <kwd>game worlds</kwd>
        <kwd>worldbuilding</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>spoken words. Those who understand more than one
language will know that sentences or words may be
strucResearch and game development has come a long way tured diferently, or that certain information is required
for procedural generation of detailed game worlds grammatically in one language but entirely optional in
that support rich narrative experiences, such as Dwarf others. These factors all contribute to the aesthetic of
Fortress [1], with its interconnected systems of geology, the language, and can make a language feel out of place
ecology, and history that inform how civilizations de- in certain contexts or appropriate to others. We would
velop and interact [2]. These worlds often include simula- like for game developers that use this tool to be able to
tions of human-like societies that develop social identity, supply parameters so that it creates a language with a
culture, and tradition. However, the spoken and written iftting aesthetic for the context it will be used in.
languages of these cultures remain an under-explored fea- Another goal for this project is to mimic patterns in
ture for procedural world generation. In Dwarf Fortress, natural human languages so that it can generate
lanfor example, the set of four languages (one for each race) guages that players perceive as believable. Therefore, the
is completely fixed and only varies in terms of alphabet creation of the generator is informed by research in the
and lexemes (i.e., each of the languages is a relexifica- ifeld of linguistics and is thus separated into sections that
tion [3] of the others). deal with phonology, morphology, and syntax. Where</p>
      <p>We propose that constructed languages, or conlangs possible, the models in the generator were informed by
for short, ofer a window into how plausible languages empirical data. This mimicry has the added benefit of
might be generated for fictional societies in games. In this making the tool easier to understand in terms of
intupaper, we describe a work-in-progress generator based itions about human languages, as well as allowing the
on documented conlang methods that can create a new generator to make decisions based on data from real
huand unique conlang each time generation is invoked. We man languages.
present the generator in its current form as a tool for The vision for this tool is so that it can be used in games
game developers. in such a way that players will encounter a diferent
con</p>
      <p>One specific consideration for language generation in lang each time they play. One potential application is
the context of game-worlds is the aesthetics of the lan- language-decoding puzzle gameplay (such as that found
guage. For example, people who have a lot of exposure in Heaven’s Vault [4]) based on the conlang, in a way
to languages with shared aesthetic features will be able that is robust to replay and to having answers posted
onto pick up the sound patterns and tendencies of those line. However, there are also more general opportunities
languages and be able to distinguish that language from to have the language of a generated civilization reflect
a lineup without necessarily actually understanding the aspects of its culture, to include the writing in in-world
artifacts (such as signage and books), and to see it written
or spoken by NPCs. In the long term, we imagine this tool
supporting games that include procedurally generated
worlds and narratives enriched by unique languages.</p>
      <p>AIIDE Workshop on Experimental Artificial Intelligence in Games,
October 08, 2023, University of Utah, Utah, USA
$ cai.a@northeastern.edu (A. Cai); c.martens@northeastern.edu
(C. Martens)</p>
      <p>© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License
CPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g ACttEribUutRion W4.0oInrtekrnsahtioonpal (PCCroBYce4.0e).dings (CEUR-WS.org)
In the course of this paper, there will be discussion about
potential game developers who could use this tool to 4. Phonology
assist in the creation of games, as well as players who
could play those created games. For the purpose of clar- The phonology of a language is all the sounds, or
ity, game developers will be henceforth referred to as phonemes, that speakers of the language use when
speakdevelopers, and game players will be referred to as play- ing that language. Phonology can difer greatly between
ers. It is important to note that developers will not refer languages and is one of the first things to be noticed
to us, the authors and creators of the generator. We will by someone who does not understand a language
beavoid the term “users”, even though it may be natural to ing spoken. Therefore, take phonology as the biggest
contributing factor to the aesthetic of a game-world
language when the player first encounters it. In settings
with verbalized NPC dialog, it would likely be the most
salient aspect of the language (prior to the player
learning the language’s structure and semantics). One aspect
of phonology that is easily modeled digitally is the size
of the sound inventory. This describes the amount of
diferent sounds speakers of the language make while
speaking that language. Languages can difer in this way
by incredible magnitudes. Some languages have as few as
6 consonants, for example, while others have more than
100 [7]. As for which sounds are available for selection,
most linguists use the International Phonetic Alphabet
(IPA) [8] (see Figure 2). All sounds that have been
observed by linguists to occur in any human language can
be notated using IPA [9]. Looking through all the IPA
symbols gives us a list of sounds to select from. It is of
note that the IPA does not have a symbol for every
possible sound a human mouth can make: there are a few
sounds that are technically possible but have not been
observed in any human language.</p>
      <sec id="sec-1-1">
        <title>4.1. Implementation</title>
        <p>The overall structure of this macro-module is a linear
path from one micro-module to the next (see Figure 3).</p>
        <p>We start of with sound inventory size, then move onto
sound selection. The output is a phonology object which
stores all the sounds within the generated language.</p>
        <p>If the developer does not specify a size for the phoneme
inventory, the tool will choose one based on a
distribution derived from a database [7] which surveyed real
languages all around the world (see Figure 4). The
distribution appears to be a normal distribution at first glance,
but the categories are not equally divided. The “large”
category actually includes a much larger range of numbers
than the other categories. One could attempt to regress
a skewed probability distribution, but picking a category
with a distribution matching the data and then picking
a number in that category in an uniform distribution
approximates it suficiently.</p>
        <p>Phonemes are modeled in the generator using objects
that store information such as a long, descriptive name
for ease of handling within the code, the IPA notation,
and information about how the sound is created using
the mouth. The latter information is not immediately
important but will become relevant in other parts of the
when the player is intended to learn to speak or write
the language.</p>
        <p>In our implementation, the morphology macro-module
is less linear than the phonology module. It consists of
three micro-modules: morpheme, syllable, and
phonotactics. The primary function lies in the morpheme
micromodule, which uses the syllable and phonotactics
micromodules in its execution. The output is a morphology
object which contains the outputs of both the
phonotactics and morpheme micro-modules (see Figure 5).
generator. These objects can be of either the consonant
type or the vowel type, but both will eventually make up
a phoneme object. The reason why this additional level
of abstraction is necessary is due to the fact that some
languages treat multiple consonants or vowels as a
singular phoneme. For example, the /tS/ sound in English is
treated as a single phoneme by English despite typically
being spelled with two alphabetic consonants (“ch”) and
being composed of two IPA sounds. The generator will
also exclude phonemes that have never been observed in
any human language. This set is the same every time the
generator is run, so the information is stored in a JSON
document that the script reads upon execution.</p>
        <p>
          In terms of actually selecting the sounds, some sounds
are more common than others. When the selection of
sounds is not specified by the developer, the generator
picks sound in a distribution informed by a database of
phonological data of real human languages [
          <xref ref-type="bibr" rid="ref1 ref12 ref29">10</xref>
          ]. A
disclaimer from the database website that is well-included
here is that certain languages have multiple entries from
disagreeing sources. This would mean that languages
under-studied would not influence the data as much as
over-studied languages. However, we decided not to
remove these multiple entries, assuming that such dis- 5.1. Syllables
crepancies will not be noticed by players. One could
weigh the influence of a language by using population
data, but this could bias the dataset in a Eurocentric
direction, since the efects of colonialism pervade the
landscape of real-world languages. One could also reduce the
weight of individual entries if a language has multiple,
but this would ultimately be a subjective decision, since
boundaries between related languages can be hard to
determine. Linguists are still debating over what counts
as a language, a dialect, or an accent [11]. If linguistics
research provides a better database to inform the generator
in the future, it would be worthwhile to switch.
        </p>
        <p>Once all the phonemes are selected are selected, they
are stored in a phonology object, which is in essence an
array of phoneme objects with some wrapper functions.</p>
        <p>The phonology object is returned and can then be used
as the input for the morphology.</p>
        <p>Syllables may seem like a concept that is the same across
all languages, but diferent languages define syllables in
diferent ways. Certain languages may define a series of
vowels as a diphthong, which would count for only one
syllable, while others count that same series of vowels
as separate syllables (e.g., /aI/ as in “my” in English
compared to /aI/ as in “愛” in Japanese).</p>
        <p>In addition, consonants at the beginning of a syllable
may have diferent rules than consonants at the end of
a syllable. Diferent languages can have rules on how
vowels appear in syllables as well. English can have three
vowels as a triphthong in a single syllable as in the word
“flour,” but other languages such as Japanese allows only
a singular vowel sound in a syllable. In addition, some
languages, such as Mandarin, use tones. Tonal languages
diferentiate syllables with the pitch or change in pitch
of articulation.</p>
        <p>Even with the overall structure of the syllable decided,
5. Morphology there may be additional rules on which combinations of
sounds are allowed together. For example, even though
Morphology is the study of the construction of words. English allows for a consonant cluster of two at the
beWords are not easy to classify as they can difer in defi- ginning of a syllable, an “s” sound followed by an “r”
nition or purpose between diferent languages [ 12]. For sound is not allowed. In addition, in many languages
example, large numbers in English are expressed in what (including English), consonants can come in clusters that
is defined as multiple words, but those same numbers in still contribute to only a single syllable, but the
maxiGerman are expressed in what is defined as one word. For mum number of consonants in a single cluster difers by
this reason, the tool does not deal with words but with language.
syllables and morphemes, which are more concretely
deifned in linguistics. Morphology is an aspect of language
that becomes more relevant to game-world languages</p>
        <sec id="sec-1-1-1">
          <title>5.1.1. Implementation.</title>
          <p>For the sake of simplicity, the generator regards syllables
as a sequence of vowels with potentially a sequence of
consonants on either side. Due to the way that languages
difer greatly in syllable construction rules, the generator
encourages developers to specify how many consonants
can be at the beginning and end of each syllable, as well
as how many vowels can appear in the middle. They can
also specify whether tones are diferentiating within the
language, and how many and which tones are used.</p>
          <p>Within a single language, certain syllable structures
may be more common than others. For example, English
speech has many more syllables starting with one or two
consonants than with three. Due to lack of data on this
matter, the generator uses a Zipfian distribution, which
is a distribution observed in many natural distributions,
such as frequency of a word within bodies of text, or
population of cities. In a Zipfian distribution, the frequency
of occurrence of an element is inversely proportional to
its rank in a frequency table. The generator stores these
syllables as an object which primarily consists of a
sequence of phonemes. However, unlike phonemes, not all
possible syllables within the language are stored as the
number of possible syllables may be orders of magnitude
higher than that of possible phonemes, depending on the
rules of syllable construction.</p>
        </sec>
      </sec>
      <sec id="sec-1-2">
        <title>5.2. Phonotactics</title>
        <p>Phonotactics refers to such rules as which sounds are
allowed together, as well as how sounds can change in
certain contexts [13]. For example, the vowel in the
second syllable of “modal” changes when an additional part
is added onto the end as in “modality.” There is an
incredibly large array of such rules for change across real
human languages [14]. We did not find a database
documenting the frequency of such rules across languages, so
we were not able to weigh the probability of phonotactic
rules being picked by the generator by their frequency
in real human languages.
5.2.1. Implementation
rules, but that may be unnecessary for believability and
is beyond the expertise of the authors. The phonotactics
rules are stored as a phonotactics object consisting of
multiple rules stored as strings. When a syllable is
constructed, the syllable micro-module checks to make sure
that every rule is followed.</p>
        <p>There may be a more computationally eficient method
of storing these rules than as strings, but they are easy
to work with in development. An optimization pass in
the future may change the way these are stored</p>
      </sec>
      <sec id="sec-1-3">
        <title>5.3. Morphemes</title>
        <p>Morphemes are defined by linguists as atomic units of
meaning [15]. The “s” sound that English speakers attach
onto the end of words to indicate plurality is an example
of a morpheme. Evidently, morphemes can consist of
multiple syllables, a singular syllable, or even a
consonant or vowel that changes another morpheme’s syllable.
Because they are so flexible, morphemes are stored as
an object that consists of either phonemes or syllables,
with a property indicating how they are to be fitted with
other morphemes. This can specify that they are free,
which means they can stand alone in speech and are easy
to deal with. However, bound morphemes cannot stand
alone and thus also store rules on how they are to be
attached to other morphemes.</p>
        <sec id="sec-1-3-1">
          <title>5.3.1. Implementation.</title>
          <p>With the tools of syllable construction and phonotactic
rules, we can begin to construct morphemes. In the
morpheme micro-module, the generator can finally assign
meaning to sounds. Morphemes are stored as objects
with strings indicating its pronunciation and meaning,
as well as an enum for its grammatical type. After a
basic set of morphemes are created, they are stored in an
morphology object, which also stores the phonotactics
object from the previous submodule. The morphology
object can then be passed on to the final output</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>6. Syntax</title>
      <p>The phonotactics micro-module includes a few common Syntax is the subdiscipline of linguistics that deals with
phonotactic rules that we deemed worth emulating, e.g. the construction of sentences from morphemes [16].
Synthe tendency for unvoiced consonants to become voiced tax can difer between languages to a degree that may
when they appear between multiple occurrences of the surprise those who speak one language. For example,
same vowel. English adjectives typically appear before the noun it is</p>
      <p>If the developer does not specify phonotactic rules, describing, but in Romance languages, adjectives
typithe generator will pick several, but not all, at random cally occur after the described noun [17]. One easy aspect
to be enabled. The generator will first pick a number of syntax to model digitally is word order, i.e. the order
between a quarter to a half of the total number of rules things appear in sentences. English sentences typically
available to pick from. It will then pick that many using a start with a subject, followed by the verb, and then the
uniform distribution. There may be correlation between object. This order can be abbreviated to SVO (Subject,
the nature of the sound inventory and the phonotactic Verb, Object). However, this is not the only possibility.</p>
    </sec>
    <sec id="sec-3">
      <title>7. Implementation Status</title>
      <p>We are in the progress of implementing the design
described in this paper as the GenLang tool available on
GitHub at https://github.com/AkaiGameDev/GenLang.
Currently, we have implemented the Phonology
module and the Morphology module except for Phonotactics.
Phonotactics and Syntax remain to me implemented.</p>
      <p>Figure 8 shows the current command-line interface
and corresponding output. Each prompt ending in “:”
represents an opportunity for developer input. The
system then prints out the generated phonology including a
2-dimensional consonant chart, sample morphemes
generated and associated meanings. See Appendix A for a
second input-output example in text form.</p>
      <p>There are six ways to arrange an ordering of three
distinct objects. Therefore, there are six possible ways to
order the subject, verb, and object in a sentence. While
all permutations have been observed in real human
languages, some orders are far more common than others.
Notably, it seems that vast majority of human languages
have the subject occur before the object [18] (see Figure
6).</p>
      <sec id="sec-3-1">
        <title>6.1. Implementation</title>
        <p>The syntax macro-module creates the rules for the
construction of sentences (see Figure 7). While it may seem
necessary for the macro-module to use the morphology
macro-module, that is not actually the case. The syntax
module is solely responsible for the rules with which
morphemes or morphemes clusters are ordered in
sentences, regardless of what the morphemes or morpheme
clusters are comprised of. Syntax is something that can
greatly increase the feeling of foreignness for players if
they are learning to understand the language.</p>
        <p>For sentence word order, we include both the common
if a verb can be conjugated to encode the subject-pronoun
(as in Spanish), the pronoun subject can be dropped (“pro
drop”). Additionally, we do not treat aspects of
vocabulary that might be afected by the cultural context of
the world for which the language is being developed.
Nor do we treat any aspect of semantics, e.g. a process
for constructing character utterances appropriate to
specific game-world contexts, although this task is one over
which we assume a developer would usually want more
manual control.</p>
        <p>Finally, GenLang is a project by humans with
inherent biases, so it cannot possibly avoid linguistic bias nor
fully represent the diversity of human languages.
Therefore, this generator comes with the disclaimer that the
creators are not experts in linguistics, and (across all
authors) are most familiar with English, Mandarin, Japanese,
and Spanish (our “source languages”). There are going
to be unaccounted-for aspects of real-world languages
and linguistic topics that the authors are unfamiliar with.
Fortunately, our source languages difer from each other
in numerous ways and thus provide insight into how
languages can difer. However, it is likely that the
differences across our source languages are emphasized in
the design of the generator and the similarities are
overlooked. If others with an entirely diferent set of source
languages and linguistic or computational knowledge
were to tackle the challenge of algorithmically modeling
languages, they may focus more on other aspects of
languages, resulting in a diferent algorithm. In addition,
the authors acknowledge that linguists’ understanding of
languages is still changing, and that even models made
by practicing linguists on well-studied real human
languages are not without flaws. As this project replicates
such models, it follows that the outputs of this generator
may include such flaws as well.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>8. Discussion</title>
      <p>Our main contribution is a preliminary algorithm,
designed as a set of modules, for procedurally generating a
constructed language for use in a game world. However,
this project is very much a work in progress, and also
entails some inherent limitations.</p>
      <p>First, while we have done some preliminary
exploration of written language generation, it is not
incorporated into this generator and brings its own set of
challenges. A written language generator would have to
generate 2D artifacts with constraints that are dificult to
proceduralize. Written languages typically have glyphs
that are easy to write and distinguish from each other. 9. Conclusion
It may be dificult to algorithmically evaluate how well
generated artifacts satisfy those constraints. A written We have presented a proof-of-concept generator for
language generation could be integrated with our genera- phonology, morphology, and syntax in a constructed
tor to allow for a more sophisticated generated language, language, drawing from empirical linguistics research
as well as supporting gameplay with more emphasis on to represent a cross-section of the possibility space of
visual communication than audio (e.g. text games). languages spoken on Earth. Taking into account the
in</p>
      <p>Second, there are important aspects of syntax and se- tended use case of generating languages within fictional
mantics that we have not yet implemented, or in some game worlds, we have presented our design decisions
cases designed good solutions for. For example, the for this tool. We demonstrate this design with a working
problem of generating a lexicon (set of meanings to as- software implementation.1 As a result, this project makes
sign to morphemes) is currently the responsibility of the significant inroads towards the longer-term ambition of
developer, and currently lexicon meanings will be ran- generating complete, novel constructed languages that
domly assigned to morphemes. But this approach does incorporate developer input.
not take into account the possible relationships between
morphemes, including syntactic concerns like stemming,
inflection, conjugation, tense, aspect, and mood. These
choices could impact other aspects of syntax; for example, 1Available at https://github.com/AkaiGameDev/GenLang.</p>
      <p>IPA character: m
Descriptive name: VoicedBilabialNasal
Place of Artic.: [’bilabial’]</p>
      <p>[’nasal’]
IPA character: s
Descriptive name: VoicelessAlveolarSibilant
Place of Artic.: [’alveolar’]
Manner: [’sibilant’]
IPA character: b
Descriptive name: VoicedBilabialPlosive
Place of Artic.: [’bilabial’]
Manner: [’plosive’]
IPA character: n
Descriptive name: VoicedAlveolarNasal
Place of Artic.: [’alveolar’]
Manner: [’nasal’]
IPA character: k
Descriptive name: VoicelessVelarPlosive
Place of Artic.: [’velar’]
Manner: [’plosive’]
IPA character: t
Descriptive name: VoicelessAlveolarPlosive
Place of Artic.: [’alveolar’]
Manner: [’plosive’]
IPA character: j
Descriptive name: VoicedPalatalApproximant
Place of Artic.: [’palatal’]
Manner: [’approximant’]
IPA character: d
Descriptive name: VoicedAlveolarPlosive
Place of Artic.: [’alveolar’]
Manner: [’plosive’]
IPA character: g
Descriptive name: VoicedVelarPlosive
Place of Artic.: [’velar’]
Manner: [’plosive’]
IPA character: f
Descriptive name:</p>
      <p>VoicelessLabiodentalFricative
Place of Artic.: [’labiodental’]
Manner: [’fricative’]
IPA character: ä
Descriptive name: VoicedVelarImplosive
Place of Artic.: [’velar’]
Manner: [’implosive’]
IPA character: õ
Descriptive name: VoicedRetroflexApproximant
Place of Artic.: [’retroflex’]
Manner: [’approximant’]
IPA character: ú’
Descriptive name: RetroflexEjectiveStop
Place of Artic.: [’retroflex’]
Manner: [’plosive’, ’ejective’]
IPA character: Q
Descriptive name: VoicedPharyngealFricative
Place of Artic.: [’pharyngeal’]
Manner: [’fricative’]
IPA character: ù
Descriptive name: VoicelessRetroflexSibilant
Place of Artic.: [’retroflex’]
Manner: [’sibilant’]
IPA character: &amp;’
Descriptive name: PalatalEjectiveFricative
Place of Artic.: [’palatal’]
Manner: [’fricative’, ’ejective’]
IPA character: q
Descriptive name: VoicelessUvularPlosive
Place of Artic.: [’uvular’]
Manner: [’plosive’]
IPA character: ü
Descriptive name: VoicedRetroflexSibilant
Place of Artic.: [’retroflex’]
Manner: [’sibilant’]
IPA character: p
Descriptive name: VoicelessBilabialPlosive
Place of Artic.: [’bilabial’]
Manner: [’plosive’]
IPA character: r
Descriptive name“: VoicelessAlveolarTrill
Place of Artic.: [’alveolar’]
Manner: [’trill’]
IPA character: g!
Descriptive name: VoicedAlveolarClick
Place of Artic.: [’alveolar’, ’velar’]
Manner: [’click’]
Vowels:
i
u
e
o
Generated 3 sentences:
English translation:
The man bakes good bread
Generated language:
äa togi äosa kitijo
English translation:
The child eats bad bread
Generated language:
ju &amp;’o üogibaso äosa
English translation:
The woman watches the child cook
Generated language:
ge relime ju togi
“</p>
    </sec>
  </body>
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