An Ontology For Role Playing Games: October 2018
An Ontology For Role Playing Games: October 2018
An Ontology For Role Playing Games: October 2018
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Abstract—In this paper, we introduce a new, comprehen- in computing this term became widely known due to its
sive ontology specially designed for modeling Role-Playing use for the representation of knowledge [6]. There are
Games semantics. We build on top of a foundational ontology different definition of ontologies, as can be observed from
approach, namely Unified Foundational Ontology, to cover
elements from Interactive Storytelling and aspects from a the following definitions found in literature [7] [8] [9] [10].
game’s narrative. Experimental results using two well-known,
representative titles from the electronic and the analog sup- A. Brief Literature Survey
ports, respectively, shows promising flexibility and effectiveness The Video Game Ontology (VGO) [10] aimed at the in-
in terms of competency questions. teroperability between games and providing the exchange of
Keywords-games; rpg; ontologies; semantic web; information. This model covers characters, items, and events
happening between the games, by extending an approach
I. I NTRODUCTION initially proposed in [11]. A similar, previous approach [12]
According to Tim Bernets Lee [1], endowing web data named Digital Game Ontology was shown to be sufficiently
with significance will make it possible for computers and capable of processing a wide variety of concepts and events
people to interact more seamlessly. This is a core goal from digital games as pieces of media. These authors sought
of the Semantic Web, but electronic games stand out as to produce an ontology suitable for applications related to
research opportunities for exploring other medias [2]. Doran game production, activities, and players’ experience. Other
and Parberry [3] analyzed adventures from four Massive works [13] propose to facilitate the identification of technical
Multiplayer Online Role Playing Games (MMORPG) titles requirements in game design through an Ontology in support
in order to realize which elements of this genre that could be of Games Development.
recommended for automatic quest generation models. Their Existing game concepts were exposed to model a new
study is limited to the MMORPG genre, thus excluding other ontology that represents general aspects of serious games
rich models such as text adventures, tabletop Role Playing [14] resorting to a formalized model and language capable of
Game (RPG), and electronic RPG played online. supporting the creation of new game-specific content. Sacco
This work aims to provide an improved semantic model, et al. [15] present a vocabulary for describing character
which is necessary to consult and discuss a given material information in digital games, and also an ontology that can
in common for these RPG platforms. Models, methods, be used to define information extracted from several different
and techniques already applied in the context of semantic data sources of game characters. Kritz et ak. [16] developed
web are reused and adapted for tackling the challenges an ontology that represents Game Mechanics based on the
regarding “semantic games” [2]. Within the context of RPGs, categories presented on BoardGameGeek.com through the
we already can find ontologies such as the one proposed formal concepts of the well-known MDA Mechanics, Dy-
by Djuric and Konecki [4], which fits well to a part of namics, and Aesthetics framework [17]. The general purpose
RPGs, but cannot extract other simple information about of these studies was to represent generic aspects of games
adventures, quests, and other concepts which are central for and their components, hence there a lack of comprehensive
typical applications of RPG game semantics [3]. We propose models developed specifically to handle the RPG domain.
a comprehensive ontology specially designed for modeling Okrea and Schatten [9] present a mixture between an
RPG games for semantic applications, which is built on ontology of organizational concepts, adequate for the de-
top of Unified Foundational Ontology (UFO) [5] and covers velopment ofLarge-scale Multi-Agent Systems (LSMAS), in
elements from Interactive Storytelling (IS). conjunction with an ontology composed of the elements
found in the MMORPG title The Mana World 2[18]. By
II. R ELATED W ORK proposing this combination, these authors emphasizes es-
In the vast field of philosophy, ontologies are applied in pecially the identification of elements and organizational
the study of the nature and existence of elements, while aspects they argue are appropriate to the development of LS-
XVII SBGames – Foz do Iguaçu – PR – Brazil, October 29th – November 1st, 2018
SBC – Proceedings of SBGames 2018 — ISSN: 2179-2259 Computing Track – Short Papers
XVII SBGames – Foz do Iguaçu – PR – Brazil, October 29th – November 1st, 2018
SBC – Proceedings of SBGames 2018 — ISSN: 2179-2259 Computing Track – Short Papers
myriad of elements from both RPG and MMORPG, in- [3] J. Doran and I. Parberry, “A prototype quest generator based
cluding systems, scenarios, and even game matches. Match on a structural analysis of quests from four mmorpgs,” in
represents the game itself, setting a time to start and end Proceedings of the 2nd international workshop on procedural
content generation in games. ACM, 2011, p. 1.
each game. The RPG already have a structure linked to the [4] B. O. Djuric and M. Konecki, “Specific owl-based rpg on-
narrative categorized in: adventure with a central objective tology,” in Central European Conference on Information and
that requires a series of actions; a campaign, which can Intelligent Systems 26th International Conference, 2015.
be seen as a large set of adventures that leads to a major [5] G. Guizzardi, “Ontological foundations for structural concep-
outcome or the end of the story/arc for the protagonists. This tual models,” 2005.
structure allows to categorize and separate which elements [6] S. Rautenberg, J. L. Todesco, A. V. Steil, and F. A. Gauthier,
“Uma metodologia para o desenvolvimento de ontologias,”
are actually used in a given match. RECEN-Revista Ciências Exatas e Naturais, vol. 10, no. 2,
IV. E XPERIMENTAL E VALUATION pp. 237–262, 2008.
[7] R. Studer, V. R. Benjamins, D. Fensel et al., “Knowledge
Two titles were used for experimental evaluation: Rag- engineering: principles and methods,” Data and knowledge
narök Online (RO) 1 is a MMORPG which was already engineering, vol. 25, no. 1, pp. 161–198, 1998.
been reviewed in other works [26]. In contrast, Tagmar 2 [8] A. Maedche and S. Staab, “Ontology learning for the semantic
was chosen because it adopts the tabletop as the supporting web,” IEEE Intelligent systems, vol. 16, no. 2, pp. 72–79,
technology and its contents are open for a quite active 2001.
[9] D. B. Okrea and M. Schatten, “Defining ontology combining
community. In both study cases an initial portion of individ- concepts of massive multi-player online role playing games
uals within the model was used. RO’s data were annotated and organization of large-scale multi-agent systems,” in In-
directly from the gameplay and also extracted from the formation and Communication Technology, Electronics and
BROWiki website. Similarly, for Tagmar, annotations from Microelectronics (MIPRO), 2016 39th International Conven-
gameplay of the two adventures from “The Temple and the tion on. IEEE, 2016, pp. 1330–1335.
Marriage” were mapped into our ontology. After exporting [10] J. Parkkila, F. Radulovic, D. Garijo, M. Poveda-Villalón,
J. Ikonen, J. Porras, and A. Gómez-Pérez, “An ontology for
data from our model simulating individuals found in both videogame interoperability,” Multimedia Tools and Applica-
games to the OWL format, a total of 2,233 triplets was gen- tions, vol. 76, no. 4, pp. 4981–5000, 2016.
erated resorting to the Triple-Store Apache Jena Fuseki [27] [11] J. Parkkila, T. Hynninen, J. Ikonen, J. Porras, and
persistent triple store. This allowed us to both syntactically F. Radulovic, “Towards interoperability in video games,”
and semantically validate our ontology using OWL tools. in Proceedings of the 11th Biannual Conference on Italian
SIGCHI Chapter. ACM, 2015, pp. 26–29.
Moreover, SPARQL queries were executed to respond to
[12] J. T. Chan and W. Y. Yuen, “Digital game ontology: Semantic
the previously enumerated competence questions. web approach on enhancing game studies,” in Computer-
V. C ONCLUDING R EMARKS Aided Industrial Design and Conceptual Design, 2008.
CAID/CD 2008. 9th International Conference on. IEEE,
The ontology proposed in this work was built on top of 2008, pp. 425–429.
the UFO approach and NeOn methodology, so our model [13] G. O. Trindade, “Video game development ontology,” Ph.D.
incorporates elements from Interactive Storytelling. As a dissertation, Universidade Federal do Rio de Janeiro, 2015.
result, our model is more comprehensive than similar works [14] S. Tang and M. Hanneghan, “Game content model: an ontol-
ogy for documenting serious game design,” in Developments
found in the literature. Finally, practical evaluation using in E-systems Engineering (DeSE), 2011. IEEE, 2011, pp.
two game titles from the digital and tabletop supports 431–436.
demonstrate how flexible our resulting model is. [15] O. Sacco, A. Liapis, and G. N. Yannakakis, “Game character
Future investigation lines include: adapting our com- ontology (gco) a vocabulary for extracting and describing
prehensive semantic model for producing more succinct game character information from web content,” in Proceed-
ontologies directed to specific applications; evaluation within ings of the 13th International Conference on Semantic Sys-
tems. ACM, 2017, pp. 9–16.
the context of integrating heterogeneous databases of RPG [16] J. Kritz, E. Mangeli, and G. Xexéo, “Building an ontology of
games; and also develop efforts regarding the application boardgame mechanics based on the boardgamegeek database
our ontology to extract concepts and relations from RPGs and the mda framework,” 2017.
played using the play-by-forum electronic support. [17] R. Hunicke, M. LeBlanc, and R. Zubek, “Mda: A formal
approach to game design and game research,” in Proceedings
R EFERENCES of the AAAI Workshop on Challenges in Game AI, vol. 4,
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web,” Scientific american, vol. 284, no. 5, pp. 28–37, 2001. [18] TMW2, “The mana world 2 game.” https://tmw2.org/, 2018,
[2] A.-V. Pietarinen, “Semantic games in logic and epistemol- acessado em: 2018-07-26.
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1 http://browiki.org/ [20] J. C. Nardi, R. de Almeida Falbo, J. P. A. Almeida, G. Guiz-
2 http://www.tagmar.com.br/ zardi, L. F. Pires, M. J. van Sinderen, N. Guarino, and
XVII SBGames – Foz do Iguaçu – PR – Brazil, October 29th – November 1st, 2018
SBC – Proceedings of SBGames 2018 — ISSN: 2179-2259 Computing Track – Short Papers
Figure 1. Overview of the proposed ontology. Some aspects are not shown due to the lack of space.
XVII SBGames – Foz do Iguaçu – PR – Brazil, October 29th – November 1st, 2018