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That's such an interesting thought. I've played some procedurally generated dungeon games in my time and I've always thought it was interesting to have a new ex
by qop 8y ago
That's such an interesting thought. I've played some procedurally generated dungeon games in my time and I've always thought it was interesting to have a new experience but there was always that nagging feeling of aimlessness.
So in order for a machine to be able to craft an interesting narrative for a human, I think it would need to take into consideration the temporal element of how humans consume things and how that impacts the experience.
In a dungeon, that's when you go down ten different dead ends and you are losing interest.
In music that's probably a long drawn-out melody that ends abruptly, like what you're talking about.
How would something beyond that be modelled in a program, though?