SUGISAKAMASANORI

Journal of Robotics, Networking and Artificial
Life Vol. 10(4); March (2024), pp. 328–335
ISSN (Online): 2352-6386; ISSN (Print): 2405-9021
https://alife-robotics.org/jrnal.html

Research Article

A Framework of Automatic Narrative Generation Game Based on
the Russian Invasion of Ukraine
Jumpei Ono1, Takashi Ogata2
Faculty of Software and Information Technology, Aomori University, 2-3-1, Kobata, Aomori, Aomori, 030-0943, Japan
Faculty of informatics, Yamato University, 2-5-1, Katayama-cho, Suita, Osaka, 564-0082, Japan

1

2

ARTICLE INFO
Article History
Received 30 November 2022
Accepted 21 April 2024
Keywords
Story generation
Automatic narrative generation gameUkraineRussiaTabletop role-playing gameDisinformation
Russian Invasion of Ukraine
Russo-Ukrainian War

ABSTRACT“Automatic narrative generation game” that we have been studying is a concept of game system
for generating narratives through a game process. As this paper presents a game mechanism basedon the concept of automatic narrative generation game, this research corresponds to an extension
to a direction of the automatic narrative generation game. In particular, the proposed game uses
ais the ongoing Russian invasion of Ukraine (beginning in February 2022) as the object. Moreover,
our study of this kind of game refer to “tabletop role-playing game” or “table-talk role-playinggame” (TRPG). TRPG is a type of analog game in which participants advance a shared storyline
through dialog mainly. The proposed game system provides the knowledge of disinformation to
the game user by simulating of the spread of disinformation. Through the game play, the gameuser can acquire knowledge for countering disinformation. We implemented two types of stories
based on the timeline data of the Russian invasion of Ukraine. The first is a type of story in which
Ukraine resists Russia and the second is a story of Ukraine’s collapse.
© 2022 The Author. Published by Sugisaka Masanori at ALife Robotics Corporation Ltd.
This is an open access article distributed under the CC BY-NC 4.0 license(http://creativecommons.org/licenses/by-nc/4.0/).

narratives. For instance, tabletop role-playing games(TRPGs) and live-action role-playing games (LARPs) areused to simulate fictional stories or real-life stories. In thegames, the players play roles of characters in fictional
stories or historical events. players in LARPs rolecharacters in historical events. The process in LARPs
gives the player to pseudo-experience of historical events.
Correspondingly, nature of the LARPs has attracted
attention as a method for learning cultural heritage [3].
Ensslin described that narrative voices or perspectives
appeared in novels and films can be replaced with theexperiential qualities in games [4]. Like learning about
historical events through reading, the games giveknowledge to the players.
In particular, there are games concerning events in thereal world and intended for educational purposes. The
games ware called “serious games.” They have been
defined as “serious games that are developed and used tosolve problems in various areas of society” [5]. This War
of Mine [6] is an example of “serious games.” The motifof this game is the Siege of Sarajevo in the Bosnian War

1. Introduction
Caillois, a French philosopher, defined “play” as anactivity that is essentially isolated from the rest of life,
which is usually completed within the definite limits oftime and place [1]. Moreover, play is executed through ashared narrative among participants under the control of
the rules of play. In the space of play, participants
experience events in a simulated manner through theirown independent actions during the period specified by
the rules of the particular play. As play is a fictional
activity, it has no direct impact on the real world.
Therefore, failures are allowed in play.
The above qualities in play are also presented ingames. The “play” referred by Caillois has a wide rangeof activities, including sports, theater, gambles, merrygo-rounds. According to the definition by Juul [2], we
consider that play also includes game. In particular, forus, each game is a medium to proactively simulate

Corresponding author E-mail: j.ono@aomori-u.ac.jp, ogata.takashi@yamato-u.ac.jp328

in 1990s. The game players in this game correspond to
general citizens in a surrounded city by enemies. Poland
government added this game to the reading list for
students [7].
Other instance is Ukraine War Stories [8], anadventure game based on the Russian invasion of Ukraine
beginning on February 24, 2022. The game was releasedin October 2022. The game has three stories at Hostomel,
Bucha, and Mariupol. The images of the game are drawn
based on actual events and eyewitness testimonies.
Additionally, they also use photographs taken on many
actual battlefields.
In our previous studies, we presented an automatic
narrative generation game modeled on a TRPG [9]. The
objective of this paper to present a game concept basedon the framework of the automatic narrative generation
game. This game system simulates the spreading of
disinformation using a story generation mechanism togive the game users the knowledge on disinformation as
the power to resist disinformation narratives.
This paper is an extended version of [10]. In
particular, we mainly extended parts of the basic
mechanism in the proposed system (Section 4.2), andproblems and future works in this study (Section 6).
Our game introduced in this paper is based on the
Russian invasion of Ukraine or the Russo-Ukrainian War
beginning in February 2022 and still ongoing. Abe, Ono,and Ogata collected the linguistic date concerning the
Russo-Ukrainian War of TV videos [11]. Moreover,
Ogata called the way of battle using disinformation in the
Russo-Ukrainian War “narrative warfare [12].” In thisbook, the author, Ogata, collected discourses anddocuments on Russia and Ukraine to organize them in thecontext of narrative theory and “narrative warfare.” Inparticular, this book dealt with Toru Hashimoto who is afamous Japanese TV commentator to introduce theanalysis of his actual documents including tweets ofTwitter. This paper uses a part of the results of the work.

ScenarioGamemasterInserted scenes
on playing TRPG
Prepared scenes
before play TRPG
（Introduction, violationand so on）

PlayerGame master and player
shared perceptions

Fig. 1. Architecture of a scenario in TRPG [10]There is a study to use TRPGs to support leisureactivities for children with developmental disabilities[13]. By mixing the act of narrating into the game,
TRPGs provide more good fun for the participants. In
addition to “actually playing,” there are various ways toenjoy TRPGs. The game processes itself is a work thatcan be watched and enjoyed. Participants can challenge
recording and publishing the game processes in writingor video, or live-streaming the game on a video
distribution site. Moreover, Participants can make works
based on the game processes. As an application, theproposed game facilitates story generation and cansupport the creation of stories through the game.
3. Related Studies 2: Computer Games
Concerning Disinformation and Narrative
The proposed game is a text adventure game. In the
public opinion that the nation should surrender, theplayers must control people’s morale for keeping thenation. In the existing works, the proposed game issimilar to the following game that simulates the
manipulation of public opinion through actual or fakenews.
Headliner [14] and Headliner: Novi News [15] areadventure games in which the player becomes theeditorial director of a news bureau or newspaper in a
fictional nation and manipulates public opinion. The
player selects the articles to report. Some articles containdisinformation. In any case, the articles selected by theplayer can drastically change the state of affairs in thefictional nation. Plague Inc. [16] is a simulation game inwhich the player becomes an epidemic, aiming to evolveand destroy the human. In 2019, under the supervision of
the American fact-checking organization “Politifact” andothers, a mode for spreading fake news was added to thegame.
Bad News is a game developed by researchers at the
University of Cambridge for simulating the spread of
fake news [17]. A player in this game is positioned as a
distributor of disinformation and selects a fake news frommany candidates to gradually increase the influence topublic opinions. Moreover, the player can select more

2. Related Studies 1: An Overview of TRPG
TRPG is an analog game to advance a story throughparticipants’ conversation. The story works as aconstraint for participants’ conversation. Participants in
TRPG role the game master (GM) or the players (PLs).
In playing a TRPG, the GM and PLs share a story called“scenario.”
Fig. 1 is an architecture of a scenario in TRPG. The GM
has a fair overview of the scenario and changes events or
scenes in the scenario, based on the PL’s actions turn. The
story can be a tragedy or comedy. TRPG is intended to beentertaining, the objective of the game is usually tosatisfy both the GM and PLs. PLs insert new events or
scenes into the scenarios prepared by the GM. PLs insert
events or scenes based on the various stories known by
the PLs. There are differences in the flows of the story
that each participant recalls. The differences change themain plot of the story.
329

adequate fake news for an event to effectively increase
the influence of disinformation. Through the game play,
the player can acquire the abilities of cognitive resistancefor fake news.
The style of game process of “Solo Journaling RPG”
(https://itch.io/jam/solo-journaling-rpg-jam) is similar tothe proposed game. In the Solo Journaling RPG, theplayers create a story and write a diary from an
introspective game experience. The players create stories
by matching relationships between events fromfragments of events selected using random number
generators such as dices and playing cards. The objectiveof the Solo Journaling RPG is on how the players
themselves feel about the events, as recorded in theirdiaries or monologs. Skyworthy (developed by A CoupleofDrakes,https://acoupleofdrakes.itch.io/skyworthyzine) is a Solo
Journaling RPG. In the game processes, the player act asa flying boat with many sailors on board and write a diaryof his observations of the lives of the crew members.

GM

ScenarioPL

Story
techniques
Story content
knowledge baseFig. 2. Story generation model based on TRPG [10]framework from the story framework that the GM has
used.
The GM can change the scenes to be inserted based on
the scenes by PLs. The GM will insert a scene thatdeviates from the prepared story framework, especially if
the PL’s rewriting creates a significant change in the story.
In the next section, we explain the methods of generation
more specifically.

4. Basic Mechanism of a TRPG-based Story
Generation Game

4.2. Basic mechanism of proposed game system

First, we show a framework of story generation based on
TRPG (Section 4.1). Next, we propose a game system
based on the above framework (Section 4.2).

The story in the game system is based on the RussoUkrainian War. In particular, the story was prepared inaccordance with a Web article published by Sankei
Shimbun, “Jikeiretsu de Miru Ukuraina Shinkō” (TheInvasion of Ukraine in Chronological Order). The article
is edited according to the chronological order of the war.
The first event in the article corresponds to the event at
12:18 on February 24, 2022. The article is still being
updated [18].
In particular, the game system uses the timeline from24, Feb., 2022 to 30, Apr., 2022. Table 1 shows a part of
the timeline. The “Date” and “Time” refer to the date andtime the article was published. “Content” is the title of thearticle and indicates the event that took place. “Category”
means categories of “Content” and includes five types ofcontent categories as shown in the following description.

4.1. A framework of story generation based on
TRPG
We present a model for story generation based on theautomatic narrative generation game developed by Ono
and Ogata [9]. Fig. 2 shows the model. A scenario is a
structure that determines the scenes that start the story
and scenes that can occur during the story. The story is acollection of events or scenes narrated by the GM. The
story state changes with the scenes. Each PL monitors thestory and interfere with the story when the state of thestory meets certain conditions. “Interference” means to
the process of changing the scenes that the GM plans tonarrate.
In Fig. 3 that shows a story generation model of the
proposed model, a GM inserts a scene, which comprisesof an event and states, into a story. A state is defined using
data concerning characters, objects, and places. A scene
inserted into a story generating by a GM is according toa story’s framework made preliminarily by herself orhimself. Based on the scene by the GM, the PLs insert ascene following the scene by the GM or rewrite the scene
by the GM. The scene is added to the last part of theexisting story generated and a story is gradually extended.
In addition, in the narrative generation model of the game,the story is thought that a scene and the next scene havea causal relationship or temporal relationship. However,
we do not strictly consider such relationship semantics inthis stage of the study. Next, “rewriting” relates to afunction that change the global framework of the story to
be generated through the use of the different story
330

GM

Insert

Event
＋
State

Event
Event
＋ ＋
StateState

Event
＋
State

Insert
Start

Event
＋
State

Event
＋
State

Event
＋
State

End

RewriteOverwrite

Insert
PL1

Event
＋
State

PL2

Fig. 3. The process of the story generation by TRPG
1.
2.
3.
4.
5.

variable that stores events to be used in the story
generation processes.

“Military” is information related to the military
actions and damages in Russia and Ukraine.
“Negotiation” is information related to the meetings,
conferences, and speeches regarding to the RussoUkrainian War.
“Economy” is information related to the finances,
imports, and exports regarding to this war.
“Anti-war” is information related to the anti-war
speeches and demonstrations on this war.
“Sport” is the topics associated with the sports inthe context of this war.

(i) The GM extracts the first event from “the list ofprocesses.”(ii) The GM shows the above event to Hashimoto-kun(PL1).
(iii) Hashimoto-kun represents his opinion about theevent.
(iv) The user (PL2) decides whether to add a new event
based on the Hashimoto-kun’s opinion to the story
to be generated.
(v) The GM calculates Ukraine’s “morale.” In thefollowing paragraph, the calculation method is
described in detail.
(vi) If “the list of processes” is empty or “morale” is lessthan 0 or is equal to 0, the generation process
finishes. Otherwise, the process returns to Step (i).

The game system consists of two PLs and a GM. The
user’s role corresponds to a PL. Another PL corresponds
to the World Commander Hashimoto-kun * (we call it as“Hashimoto-kun” in the rest of the paper) [12], [19]. The
user is a character on the Ukraine side. Hashimoto-kun isa disinformation speaker based of the Russia side’s
opinions. On the other hand, the GM manages the story
to be generated through the game process and presents
adequate events the Russo-Ukrainian War prepared inthis system to the PLs. The GM also controls a parameter
called “morale.” The “morale” parameter that isexpressed as an integer indicates the power of Ukraine’s
willingness of the resistance to Russia. When theparameter is less than 0, Ukraine stops resisting Russian
invasion and Ukraine will collapse. The user’s objective
is to continue the resistance to Russia to hold the gamestory.
The generation algorithm is as follows. In this algorithm,“event” appears in the story based on the timeline of the
Russo-Ukrainian War [18]. Here, on the above events,
states are not considered. “The list of processes” is a
Hashimoto Toru is one of the most famous commentators on television
and was a lawyer and politician. Hashimoto is expressing his opinions
on politics, economics, and many social areas through media. World

The initial value of “morale” is 100. The value of “morale”
increase or decrease based on the events shown by the
GM or the opinions of Hashimoto-kun. The events to be
categorized as the type that indicates the willingness of
the Ukraine government increase the value of “morale.”
In contrast, the anti-war events of the Ukraine
government decrease the valued of “morale.” If the valueof “morale” falls below 0, the GM appends an event
showing the surrender of Ukraine to the final part of thestory.

Commander Hashimoto-kun is based on his posts of Twitter fromFebruary 2022 to June 2022.

*

331

event. Through the process, the value of “morale”
becomes 0 or less, the game process is over. In thefollowing generation result, after 65 events were given
to the PLs from the GM, the value of “morale” became 10 and the process was over.

Table. 1. A part of the timeline of the Russo-Ukrainian War
Date

Time

Feb. 24 12:18
Feb. 24 12:29
Feb. 24 13:14
Feb. 24 14:10

Feb. 24 14:33
Feb. 24 15:26

Feb. 24 18:55
Feb. 24 19:14
Feb. 24 20:02

Feb. 24 23:46
Feb. 25 8:46

Feb. 28 6:39
Mar. 3

11:55

Category

Content

Military

Putin decides to launch
military operation in eastern
UkraineMilitary
Explosions in Kiev andother cities, reported by
CNN.
Military
Russia launches attack on
UkraineMilitary
Russia’s full-scale invasion
lands in the southern part ofthe country, martial law isdeclared in Ukraine.
Military
Ukraine declares state ofwar
Military
Administration Holds NSC
MeetingtoDiscuss
Responseto
RussianInvasion of Ukraine
Negotiation Ukraine overcomes distanceto
Russia,President
Zelensky announces
Military
Ukrainian Presidency “Over40 Dead, Dozens Injured”
Negotiation Foreign Minister Hayashi
demands
immediatewithdrawal,
Russianambassador says invasion
didn't happen.
Negotiation G7
Summitbeginsdiscussions on response to
Russia’s invasion of Ukraine
Economy Announced 3 additional
economic sanctions against
Russia, Prime Minister
Kishida's press conference
Anti-warAnti-war protests in Russia
Over 2,700 detained in 52
citiesSport"Disappointed" by Russia's
Acceptanceof
ParaParticipation, U.S. and U.K.
Release Statement{GM (Morale 100)}: Putin decides to launch military
operation in eastern Ukraine. (Event 1){World Commander Hashimoto-kun}: The mission ofa country with no military power (such as Ukraine)should be to protect its citizens, and should refrain (inHashimoto Toru’s opinion) from raising grandiose
ideals that are beyond its own power.
{User}: world commander’s opinion is wrong.
{GM (Morale 87)}: Explosions in Kiev and other cities,
US CNN reports. (Event 2){World Commander Hashimoto-kun}: International
political scientists such as Mr. Shinoda, who believein the supremacy of the international order, a battlefirst policy, and the unavoidable sacrifice of civilians,
can easily withdraw troops without leaving civilians
behind for reasons of military rationality, but this isabsolutely wrong. Even if we consider military
rationality, the primary purpose of withdrawal should
be to protect civilians, and the decision to continue thewar should be based on this rationality.
{User}: world commander’s opinion is wrong.
{GM (Morale 76)}: Russia begins attack. Ukraine.
(Event 3){World Commander Hashimoto-kun}: Stopping
Russia’s use of chemical weapons and tactical nuclear
weapons requires either crushing Russia militarily ora political compromise, but if the former cannot be
adopted to avoid a world war, NATO should reach thelatter political compromise with Russia.
{User}: world commander’s opinion is wrong.
{GM (Morale 64)}: Russia has launched a full-scaleinvasion, landed in the south, and declared martial
law in Ukraine. (Event 4)of “morale” falls below 0, the GM appends an event
showing the surrender of Ukraine to the final part of thestory.

{World Commander Hashimoto-kun}: With NATO notintervening militarily, China not imposing economic
sanctions on Russia, and the economic sanctions of theWestern countries worrying about their own energy,
when one wonders what the goal of Ukraine’s resistanceis to gain, (Hashimoto) should leave it to the Westerncountries to defeat Russia and evacuate the people first
who want to escape anyway Hashimoto thinks that thepeople who want

5. Example of Story Generation
An example of the generation results is shown. The input
is the temporal sequence of Russo-Ukraine War. In
particular, 530 events from 24, Feb., 2022 to 30, Apr.,
2022 are given to PL from GM in order from the first332

to flee should first be evacuated out of the country,
leaving Russia to be defeated by the Western powers.

nuclear powers of Britain and France, but Japan has no
nuclear weapons, relies on the U.S., and has insufficientcollective self-defense. In order to maintain the balance ofmilitary power and the balance of honor (with whom?), a
pipeline for dialogue is absolutely necessary. Dialogue is(and should be) absolutely necessary to maintain thebalance of military power and the balance of power anddignity.

{User}: world commander’s opinion is wrong.
{GM (Morale 64)}: Ukraine declares wartime regime.
(Event 5){User}: world commander’s opinion is wrong.

{World Commander Hashimoto-kun}: Westerncountries should responsibly and accurately inform
President Zelensky about the comparison of Ukrainianand Russian military forces, analysis of the war
situation and future prospects, including thedisintegration of Putin's regime, and should save
Ukrainian lives as much as possible, which is true
support for Ukraine.

{GM (Morale -10)}: Ukraine accepts requests of Russia.
Ukraine collapses. (Event 66)

The 66th event represents the collapse of Ukraine andis inserted by the GM at the end of the generation. As
described in Section 4.2, GM inserts append the extra
event. The event is not included in the input temporalsequence of the Russo-Ukrainian War.
We explain a story generation process according to
the above generation example. First, the GM gives thefollowing event, “Putin decides to launch a military
operation in the eastern Ukraine”, to the PLs (Hashimotokun and another game user). Next, Hashimoto-kun shows
the following two types of instructional opinions for thegame user: the first opinion is that the nation with nomilitary power, i.e., like Ukraine, must to protect thenation’s people from other countries’ invasion. The
second one is that the nation needs to weaken wrong
thought, such as drastic resistance to another country, i.e.,
Russia.
He also mentions that “Japan, which is constrained by
Article 9 of the Japanese Constitution † , should do thesame.” In the context of Ukraine, the opinion encourages
surrender and decreases its “morale” of Ukraine. The
game user accepts or rejects the Hashimoto-kun’s opinion.
“Morale” is decreased when the Hashimoto-kun’s
opinion is affirmed and increased when it is denied. The
opinion does not necessarily only decrease morale.

{User}: world commander’s opinion is wrong.

{GM (Morale 66)}: Government holds NSC meeting todiscuss response to Russian invasion of Ukraine. (Event 6)<55 events are omitted>{GM (Morale 21)}: U.S. Approves Additional $23.4 Billion
Military Assistance to Ukraine (Event 62){World Commander Hashimoto-kun}: NATO should holdtalks with Russia on a political conclusion on a EuropeanUkrainian security framework, backed by military force.

{User}: world commander’s opinion is wrong.
{GM (Morale 28)}: Russia reportedly places intelligence
officials under house arrest, Putin “punishing” them. (Event
63){World Commander Hashimoto-kun}: When war breaks out
and military power and its equipment are “used” by state
power, the way of exercising power that sacrifices the people
should be restricted by the Constitution, but there is noorganization or discussion of this point in Japan today.
{User}: world commander’s opinion is wrong.

6. Discussion{GM (Morale 22)}: Another attack in western Lviv:
explosions early in the morning, shaking buildings. (Event64)

We discuss the problems, limitations, and future works ofthe proposed game system described in the previous
chapters. In the above description of “problems” and“limitations,” the former is the problems in the developed
system and the latter means the problems outside thedeveloped system.
We have not fully considered the power ofHashimoto-kun’s influence on “morale.” Although theopinion of Hashimoto-kun basically decrease the value of“morale” as indicated in Section 5, the value rarely
increases by his opinion. For instance, we can see thefollowing example―“Western countries should
responsibly and accurately inform President Zelensky
about the comparison of Ukrainian and Russian military{World Commander Hashimoto-kun}: There are reports ofa sharp increase in deaths, fears of a quagmire, ceasefire
negotiations, difficulties in reaching a compromise, over 1
million Ukrainian refugees, and the invasion of Russian
troops.
{User}: world commander’s opinion is wrong.
{GM (Morale 4)}: Russian missile near Lviv, military basein western part of the country, 35 dead. (Event 65){World Commander Hashimoto-kun}: The U.S. is the mostpowerful nation in the world, and NATO has completed
collective security assurance by 30 nations, including the
The following shows the actual statement of Article 9 of the JapaneseConstitution – “Aspiring sincerely to an international peace based onjustice and order, the Japanese people forever renounce war as asovereign right of the nation and the threat or use of force as means ofsettling international disputes.

② In order to accomplish the aim of the preceding paragraph, land, sea,
and air forces, as well as other war potential, will never be maintained.
The right of belligerency of the state will not be recognized.”(https://www.japaneselawtranslation.go.jp/ja/laws/view/174#je_ch2)†333forces, analysis of the war situation and future prospects,
including the disintegration of Putin’s regime, and shouldsave Ukrainian lives as much as possible, which is true
support for Ukraine.” As described in the next section,
considering the relationships between Hashimoto-kun’s
opinion the morale parameter. We shortly discuss thisproblem in addition to another problem.

Russia,” “The Russo-Ukrainian War finishes andUkraine continues as the puppet government of Russia.”
In the second limitation, the characters simulated are
divided into only three types. The first type is thedisinformation speaker who is the PL corresponding toHashimoto-kun. The second is the character opposing
disinformation who is the PL corresponding to the gameuser. The third type is the character affected bydisinformation and is represented based on the value of“morale” controlled by a GM. In the proposed gamesystem, only one character is used by each type in theabove three types. In this paper, we have not considered
the situation in which multiple characters are interacted
each other. In real societies, however, many
disinformation speakers exist and many people areaffected by their discourses based on disinformation.

6.1. Problems
The proposed game system has two problems. The first is
the criteria for judging Hashimoto-kun’s correctness. The
second is the vagueness of the characters’ positions.
In the first problem, the objective of the proposed
game is to preserve the nation, Ukraine. When Ukraine’s
resistance to Russia’s invasion ceases, Ukraine collapses.
And, when Ukraine collapses, the game ends. Therefore,
the parameter “morale” is reduced by the Hashimotokun’s opinion urging Ukraine to surrender. AlthoughHashimoto-kun says that people’s lives should be
actively defended, this opinion itself is correct from a
broad perspective. However, in the context of the RussoUkrainian War, as Ukraine’s surrender is connected to the
Ukraine’s collapse, we regard this kind of opinion by
Hashimoto-kun as incorrect thinking.
In the second problem, we have not clearly defined
the positioning of PLs in the Russo-Ukrainian War. The
PL corresponding to the game user, character, stands on
the Ukrainian side. This kind of character supports the
Ukrainian resistance against Russia and can be a
Ukrainian citizen or a person from a particular nation
other than Ukraine.
On the other hand, the PL corresponding toHashimoto-kun is a character who stands on the Russianside. This character supports the Russian invasion of
Ukraine and can be a Russian citizen or a person from aparticular nation other than Ukraine. However,Hashimoto-kun is a mechanism based on a famous
Japanese commentator. The PL corresponding toHashimoto-kun is regarded a Japanese person. The PL’s
positioning in the game system influences the gameuser’s choices. Moreover, the game user can be adisinformation speaker standing on the side of Russia.

6.3. Future works
This part describes the future works based on the above
two sections. The first future work is to give to the user
different positionings. The new function will enable toexpand the range affected by disinformation in the
proposed game system. The second is to increase thenumber of characters. For example, the spread of
disinformation on social networking services is enhanced
through the interaction of many characters. In one of the
future works, the use of many characters in the gameworld will increase a variety of results affected by various
types of disinformation to observe and evaluate them.
7. Conclusion
We presented a game concept based on the RussoUkrainian War using the framework of an automatic
narrative generation game. Based on the timeline of the
Russo-Ukrainian War as published by Sankei Shimbun,
we prepared a story of the Russo-Ukrainian War up to
April 30. We then summarized the characters andprogression of the story based on the Russo-Ukrainian
War story within the framework of the automatic
narrative generation game. We then presented an
example of story generation using the prepared story. In
this example, the story progressed when the user (i.e., theplayer) accepted or rejected the statements of instructions
given by World Commander Hashimoto-kun. Finaly, we
described important two future works in the above
section.

6.2. Limitations
There are two limitations of the proposed game system.
The first is the fact that stories generated are too simple.
The second is that the number of the characters simulated
is too few. For both, we need to expand the system togenerate more interesting stories by improving the above
limitations.
In two patterns of the stories generated in the
proposed game are, the first is that Ukraine collapses andthe Russo-Ukrainian War finishes. The second is thatUkraine continues the resistance to the Russia invasion to
Ukraine. However, we can also consider other patterns.
For example, there are the following patterns―“Ukraine
collapses, but Ukraine’s guerrilla continues to resist to

Acknowledgement
This work was supported by JSPS KAKENHI Grant
Number JP21K17870.
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Authors Introduction
Dr. Jumpei Ono

Jumepi Ono received his bachelor’s
degree from the Faculty School ofSoftware and Information Science,
Iwate Prefectural University in 2010.
He received his MS and PhD from the
Graduate School of Software andInformation
Science,
Iwate
Prefectural University in 2014 and2018. He worked as an informationand communication technology instructor at the
Vocational School of Digital Arts Sendai since 2018. He isinterested in the interdicsiplinary field including computer
game technologies, AI, cognitive science, and narrative
generation system.
Prof. Takashi Ogata
Takashi Ogata received his bachelor
from Waseda University in 1983, his
MS from Tsukuba University in 1992,
and his PhD from the University ofTokyo in 1995. After his industrial
experience at software development
companies since 1983, he has been an
associate professor in the Faculty ofEngineering at Yamanashi University
since 1997 and a professor in the Faculty of Software andInformation Science at Iwate Prefectural University since2005, and he is currently a professor in the Faculty ofInformatics at Yamato University since 2024. He hasstudied broad research fields, including AI, cognitive
science, narrative generation, narratology, kabuki,
narrative warfare, and content creation.

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