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1 Cognitive Studies, 24(3), (Sep. 2017) The Table-talk Role Playing Game (TRPG) is an analog game. This game progresses by repeating acts of speech between a Game Master (GM) and a Player (PL). The GM progresses a story based on a framework they have prepared. The progression of the story, however, is often changed by the PL. This gap between the planed story and actual story surprises the GM and thus changes the progression of the story. The authors of the present study focus on this observation and have produced a mechanism for generating a story with a surprise element using the model of a story generation in TRPG. In this paper, we prepared for this gap using a technique for the creation of the story and researched the relations between this gap and the act of surprising, using a questionnaire. Results showed that the surprise element was related to this gap. Using the aforementioned technique, we will develop a story generation mechanism for a range of story generation scenarios, to be used in automatic story generation games in the future. Keywords: table-talk role playing game, narrative generation, gap, game, surprise, narrative technique 1. Caillois(1958) (Role Playing Game: RPG) RPG Gygax 1) (Witwer, A Method of Story Generation for Creating Surprise Using Gap Techniques : An Approach to an Automatic Narrative Generation Game Based on Table-talk Role Playing Games, by Jumpei Ono (Graduate School of Software and Information Science, Iwate Prefectural University), and Takashi Ogata (Faculty of Software and Information Science, Iwate Prefectural University). 1) Gary Gygax ( ) Empire of Imagination (Witwer, 2015) Wikipedia ( wikipedia.org/wiki/gary Gygax) 2015) 2) (Role Playing) RPG RPG 3) (Table-talk Role Playing Game: TRPG) (, 2016) TRPG (, 2015) (Bergström,2012) TRPG RPG 2) 3) RPG RPG Computer RPG Table-top Role Playing Game

2 Vol. 24 No (2015) TRPG TRPG TRPG Ogata (2016) (Integrated Narrative Generation System: INGS) INGS TRPG INGS (Game Master: GM) (Player: PL) TRPG (Ono & Ogata, 2016a) GM PL (, 2016a) (Non Player Character: NPC) (, 2016b) TRPG PL GM TRPG GM PL PL GM GM Descartes (1649) 6 (2005) Descartes (, 2013) (, 2016) TRPG TRPG GM TRPG GM PL

3 412 Cognitive Studies Sep Game Master Player GM A TRPG PL B RPG C D B C INGS Game Master GM Player PL 1 GM PL GM 2 INGS GM PL (2016a) 2 2 C PL PL GM

4 Vol. 24 No INGS 3 (Integrated Narrative Generation System: INGS) (Ogata, 2016) INGS 2 (Ogata, 2015) PL (Player Character: PC) (Non Player Character: NPC) PL PC GM NPC

5 414 Cognitive Studies Sep PL GM GM PL GM Game Master TRPG GM GM GM PL PL GM Player PL PL TRPG PL PL (Player Model: PLM) GM PLM PLM GM PLM GM PLM TRPG PL PL GM PL GM PL PLM 4 GM NPC

6 Vol. 24 No GM PL PL PLM PLM PC 5 GM PL GM GM 6 PLM GM GM GM GM GM GM GM (, 2012) (, 2010) A A A A

7 416 Cognitive Studies Sep (, 2008) (2010) INGS (Ogata,2016) GM (1) (2) (3) (4) GM (1) (2) GM (1) (2) GM (1) (2) (3) (4) 4 PLM TRPG PLM Ono & Ogata(2016) GM PL GM PL Common Lisp 1 PL 5 PL GM PL PL 3.3.1

8 Vol. 24 No GM GM GM PLM PLM PC PL 3.2 PLM (, 2015; Ono & Ogata, 2016b) (, 2008) PL PLM 9 PLM PLM TRPG TRPG 2 20 TRPG 8 10

9 418 Cognitive Studies Sep PL PLM (Sa) (Sb1 Sb10) Sa Sb1 Sb10 1 Sb1 Sb10 Sb1 Sb2 Sb3 Sb4 Sb5 Sb6 Sb7 Sb8 Sb9 Sb A B A 40 A 15

10 Vol. 24 No B B Sb1 Sb10 10 Sa Sb A B A ) (, 2015; Ono & Ogata, 2016b) (, 2015; Ono & Ogata, 2016b) Sa Sa Sb (1) 1 (1) 1-A A Sa Sb (1) Sa Sb Sa Sb Sb 4) (1) (2) INGS (3) (2) (3) (1)

11 420 Cognitive Studies Sep =1 (Max(Sa,Sb )) (1) Sa Sb (2) = + (2) GM 12 GM PL Sb Sa 12 GM A B Sa Sb (1) Sa Sb Sa

12 Vol. 24 No Sb1 Sb2 Sb3 Sb4 Sb5 Sb6 Sb7 Sb8 Sb9 Sb10 A B C D E F G H I J K L M N O P Q R S T A. B. C. D. E. F.

13 422 Cognitive Studies Sep A B C D E F G H I J K L N M O P Q R S T B 2 B3 3 B 2 5 B6 3 4 B A 10 A A 3 2 A A

14 Vol. 24 No A. ADFG E

15 424 Cognitive Studies Sep Sb7 Sb5 B. (2005) C. Sb6 Sb10 8 Sb6 Sb10 D. I 15 Sa Sb1 Sb Sb2 Sb7 E. (2005) (2010)

16 Vol. 24 No H D I J A Sa I Sb8, Sb9 Sb9 Sb8 Sb10 F Sb7 Sb10 Sb5

17 426 Cognitive Studies Sep Sb 2 3 5% 5% (2013) Hitchcock (Trafaut, 1966) Hitchcock (Trafaut, 1966) Hitchcock (Trafaut, 1966) Hitchcock (Trafaut, 1966) G. A F A. B. A B A C. D. E. F. GM TRPG TRPG 5. TRPG GM

18 Vol. 24 No GM Bergström, K. (2012). Creativity Rules: How Rules Impact Player Creativity in Three Tabletop Role-Playing Games. International Journal of Role-Playing, 3, Caillois, R. (1958). Les Jeux et les Hommes: Le Masque et le Vertige. Paris: Gallimard. ( ( ), ( ) (1970)...) Descartes, R. (1649). Les Passions de L ame. Paris: Henry Le Gras. ( ( ), ( ) (2008)...) (2013).., 34 (2), (2008).. ( ), (2010).., 17 (3), (2015). TRPG ASD., 66 (2), (2015) (2016).., 22, (2016)... (2008).. ( ), Ogata, T. (2015). Building Conceptual Dictionaries for an Integrated Narrative Generation System. Journal of Robotics, Networking and Artificial Life, Ogata, T. (2016). Computational and Cognitive Approaches to Narratology from the Perspective of Narrative Generation. Ogata, T., & Akimoto, T. (Eds.), Computational and Cognitive Approaches to Narratology, PA: IGI Global. Ono, J., & Ogata, T. (2016a). Architecture of a Narrative Generation System based on a TRPG Model: The Use of an Integrated Narrative Generation System for Knowledge Acquisition (Preliminary Version). Bulletin of Networking, Computing, Systems, and Software, 5 (1), Ono, J., & Ogata, T. (2016b). Verb Concept Selection using Co-occurrence Information of Verb Concepts: A Mechanism in an Integrated Narrative Generation System. Proceedings of The 4th IIAE International Conference on Industrial Application Engineering 2016, (2012).. ( 26 ), 1N1-OS-1a-1. (2015).. 29, 3G4-OS-05a-3. (2016a). TRPG. ( 30 ), 1K4-OS-06a-6. (2016b).. 15, Truffaut, F. (1966). Le Cinema Selon Alfred Hichicock. Paris: Robert Laffont Editions. (, ( ), ( ) (1990). ( )..) Witwer, M. (2015). Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons. London: Bloomsbury Publishing. ( ( ), ( ) (2016). RPG..) (2005).. (), 36,

19 428 Cognitive Studies Sep (Received 12 Dec. 2016) (Accepted 14 June 2017) (,, 2010) Computational and Cognitive Approaches to Narratology (T. Ogata & T. Akimoto, IGI Global, 2016) Content Generation through Narrative Communication and Simulation.

20 Vol. 24 No ID Sa Sb1 Sb2 Sb3 Sb4 Sb5 Sb6 Sb7 Sb8 OL OL OL OL OL OL OL OL OL 40 /

21 430 Cognitive Studies Sep ID Sb9 Sb10 OL OL 35 40

22 Vol. 24 No

23 432 Cognitive Studies Sep. 2017

24 Vol. 24 No Sb1 Sb10 No. Sb OL sb sb sb sb sb (

25 434 Cognitive Studies Sep No. sb sb sb sb

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