ttrpg
Playing with Voices: Tabletop Role-Playing Game Recordings as a Diarization Challenge
This paper provides a proof of concept that audio of tabletop role-playing games (TTRPG) could serve as a challenge for diarization systems. TTRPGs are carried out mostly by conversation. Participants often alter their voices to indicate that they are talking as a fictional character. Audio processing systems are susceptible to voice conversion with or without technological assistance. TTRPG present a conversational phenomenon in which voice conversion is an inherent characteristic for an immersive gaming experience. This could make it more challenging for diarizers to pick the real speaker and determine that impersonating is just that. We present the creation of a small TTRPG audio dataset and compare it against the AMI and the ICSI corpus. The performance of two diarizers, pyannote.audio and wespeaker, were evaluated. We observed that TTRPGs' properties result in a higher confusion rate for both diarizers. Additionally, wespeaker strongly underestimates the number of speakers in the TTRPG audio files. We propose TTRPG audio as a promising challenge for diarization systems.
Tabletop Roleplaying Games as Procedural Content Generators
Guzdial, Matthew, Acharya, Devi, Kreminski, Max, Cook, Michael, Eladhari, Mirjam, Liapis, Antonios, Sullivan, Anne
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.