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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">ellibs</journal-id><journal-title-group><journal-title xml:lang="ru">Электронные библиотеки</journal-title><trans-title-group xml:lang="en"><trans-title>Russian Digital Libraries Journal</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">1562-5419</issn><publisher><publisher-name>Казанский (Приволжский) федеральный университет</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26907/1562-5419-2024-27-4-578-597</article-id><article-id custom-type="elpub" pub-id-type="custom">ellibs-563</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>Статьи</subject></subj-group></article-categories><title-group><article-title>Подход к созданию корпуса текстов видеоигр на основе универсальной структуры</article-title><trans-title-group xml:lang="en"><trans-title>A New Approach to Creating a Corpus of Video Game Texts</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Нурлыгаянов</surname><given-names>Никита Рамильевич</given-names></name><name name-style="western" xml:lang="en"><surname>Nurlygaianov</surname><given-names>Nikita Ramilevich</given-names></name></name-alternatives><email xlink:type="simple">nikita25@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Кугуракова</surname><given-names>Влада Владимировна</given-names></name><name name-style="western" xml:lang="en"><surname>Kugurakova</surname><given-names>Vlada Vladimirovna</given-names></name></name-alternatives><email xlink:type="simple">vlada.kugurakova@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Казанский (Приволжский) федеральный университет</institution></aff><aff xml:lang="en"><institution>Kazan (Volga region) Federal University</institution></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>28</day><month>05</month><year>2025</year></pub-date><volume>27</volume><issue>4</issue><fpage>578</fpage><lpage>597</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Нурлыгаянов Н.Р., Кугуракова В.В., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Нурлыгаянов Н.Р., Кугуракова В.В.</copyright-holder><copyright-holder xml:lang="en">Nurlygaianov N.R., Kugurakova V.V.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://ellibs.elpub.ru/jour/article/view/563">https://ellibs.elpub.ru/jour/article/view/563</self-uri><abstract><p>Рассмотрена проблема высокой и увеличивающейся стоимости разработки видеоигр, для её решения предложено применить процедурную генерацию контента, что позволит снизить затраты на разработку.
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Работа является частью масштабного исследования по автоматическому созданию прототипов видеоигр и посвящена обработке игровых сценариев, то есть текстов на естественном языке. Предложено выделять из сценариев необходимые сущности и передавать их дальнейшим шагам алгоритма, который по текстовым описаниям будет генерировать игровые ресурсы.
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Существует несколько публикацией, посвящённых обработке игровых текстов, в которых предложено несколько различных структур хранения выделенной информации. В настоящей статье предложен универсальный формат, который подойдёт для обработки текста любой видеоигры и позволит создать корпус текстов для использования в дальнейших исследованиях и автоматической генерации игровых прототипов.
</p></abstract><trans-abstract xml:lang="en"><p>The problem of high and increasing cost of video game development is considered, and to solve it is proposed to apply procedural content generation, which will reduce development costs.
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The work is a part of a large-scale research on automatic prototyping of video games and is devoted to the processing of game scenarios, i.e. natural language texts. It is proposed to extract the necessary entities from the scripts and pass them to further steps of the algorithm, which will generate game resources based on the textual descriptions.
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There are several publications devoted to game text processing, in which several different structures for storing the extracted information are proposed. In this paper we propose a universal format that is suitable for processing the text of any video game and allows to create a corpus of texts for use in further research and automatic generation of game prototypes.
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