Dialog Trees 2017


Notes:

A dialog tree or conversation tree is a gameplay mechanic that is used throughout many adventure games (including action-adventure games) and role-playing video games. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues.

  • Branching story editor
  • Branching dialog
  • Conversation tree
  • Dialogue tree
  • Emotion engine

Resources:

Wikipedia:

References:

See also:

100 Best Decision Tree Videos | Conversation Trees | Grammar Trees & Dialog Systems


Natural Language Does Not Emerge ‘Naturally’ in Multi-Agent Dialog
S Kottur, JMF Moura, S Lee, D Batra – arXiv preprint arXiv:1706.08502, 2017 – arxiv.org
… set containing unseen instances. 5.1 Dialog Trees When two agents–Q-BOT and A-BOT–converse with each other, they can be seen as traversing through a dialog tree, a subtree of which is de- picted in Fig. 6. Simply put, a …

Applying standards to systematize learning analytics in serious games
Á Serrano-Laguna, I Martínez-Ortiz, J Haag… – Computer Standards & …, 2017 – Elsevier
… Some examples of alternatives are: questions, menus, paths, and dialog tree (in a conversation with a non-playable character) … Dialog tree, https://w3id.org/xapi/seriousgames/activities/dialog- tree, An alternative presented during a conversation with a non-playable character …

Assembling the jigsaw: How multiple open standards are synergistically combined in the HALEF multimodal dialog system
V Ramanarayanan, D Suendermann-Oeft… – … Interaction with W3C …, 2017 – Springer
… in the following manner: depending on the semantic class of the callers’ answer to each question (as determined by the output of the speech recognizer and the natural language understanding module), they are redirected to the appropriate branch of the dialog tree and the …

Striving for author-friendly procedural dialogue generation
J Lessard, E Brunelle-Leclerc, T Gottschalk… – Proceedings of the 12th …, 2017 – dl.acm.org
… characters feel increasingly sti ing. e rigidity of pre-wri en dialogue trees– still the staple of non-playing character verbal interaction–are at odds with the dynamism and emergence of deeply simulated game worlds. In short, there are …

Dialogue in video games
S Domsch – Dialogue across Media, 2017 – books.google.com
… Thus, after initial success, Apple deleted the game from its store (Hawgood 2013). If dialogue is not presented as part of a cut-scene, it often makes more than one dialogue option available to the player, thus creating what is commonly referred to as a dialogue tree …

Reinforcement learning for abstract argumentation: Q-learning approach
S Alahmari, T Yuan, D Kudenko – Adaptive and Learning …, 2017 – ala2017.it.nuigalway.ie
… in A. 5.2 Max-probability utility agent A dialogue tree is first generated from an initial argument by using the algorithm below : parentList … max(probabilityList) The dialogue tree computes the probability of each parent node. The …

Towards a General Framework for Dialogues that Accommodate Reasoning About Preferences
S Modgil – Fourth International Workshop on Theory and …, 2017 – pdfs.semanticscholar.org
… O9 argue( ) ? ?,? ? ? O11 argue( ) P P12 argue( ) ? (?) = ?? ? ? ?? ?? ?,? ? ?? (?) =?,? ? ?? ? ? f f ff f f f f if f f ff ??f f ? ? ? ? ? ?? ? ? ? ?? Fig. 2. Dialogue tree beginning with P1, continuing from O9 shown on right. Inset the EAF defined by the dialogue. Definition 11 …

Focus, sensitivity, judgement, action: Four lenses for designing morally engaging games
M Ryan, D Staines, P Formosa – Transactions of the Digital Games …, 2017 – todigra.org
… Rescuing the woman is not simply a matter of choosing “rescue” from a dialogue tree: one must venture in and face the soldier personally … Moral sensitivity: Most moral decisions in the game are presented as explicit choices in a dialogue tree (or, occasionally, as quick-time …

Exploring Virtual Branching Stories for VR Headset Gaming Using Unity Assets and C# Scripts
B Cameron – 2017 – scholarexchange.furman.edu
… This game is meant to incorporate meaningful dialog decisions and 3D interactions through the use of Unity dialogue trees … This game is meant to incorporate meaningful dialog decisions and 3D interactions through the use of Unity dialogue trees …

Argumentation Model of Low Carbon Industry Competitiveness Based on Temporal and Spatial Multidimensional Big Data Stream
F Sun – Boletín Técnico, ISSN: 0376-723X, 2017 – boletintecnico.com
… In the model, the argumentation of the competitiveness of the low carbon industry is expressed as a defeasible rule composed of a certain number of premises and a conclusion, and the argumentation and deduction process is described using the dialog tree …

The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance
G Dale, CS Green – Journal of Cognitive Enhancement, 2017 – Springer
… Fallout II. Play a single character, emphasis on storyline, dialog trees, action plays secondary role, can be turn-based, but most now real-time. Unknown, perhaps similar to RTS … Life is Strange. Compelling story, dialog trees, exploration, puzzle solving, no shooting/attacking …

Cultural Dimension Theory Based Simulations for US Army Personnel
B An, DE Brown, RM Hazell, P Grazaitis – International Conference on …, 2017 – Springer
… This methodology is repeated throughout the entirety of the dialogue trees in order to maximize the number of times a cultural dimension is exposed to the participant … Using the Pixel Crushers Dialogue System, we created branching text/voice dialogue trees. 5 Conclusion …

Introductory dialogue and the Köhler Effect in software-generated workout partners
S Samendinger, ST Forlenza, B Winn, EJ Max… – Psychology of sport and …, 2017 – Elsevier
… IC). Prior to the second exercise block, IP participants interacted with the SGP using a dialogue tree optional-response format. The LDP participant introduction was a linear, scripted exchange of basic information. Results. The …

Quantitative Deliberation Model and the Method of Consensus Building
X Li, C Xiong, J Guo, G Liu – Conference on Complex, Intelligent, and …, 2017 – Springer
… positions. The process of argumentation on a position is described as a dialogue tree, and the whole deliberation is described as a dialogue forest with the position being its root node … argument. Definition 8 (Dialogue Tree) …

The continuity of monadic stream functions
V Capretta, J Fowler – Logic in Computer Science (LICS), 2017 …, 2017 – ieeexplore.ieee.org
… We give algorithms to determine the modulus of continuity of monadic stream functions and to generate dialogue trees for them (trees whose nodes and branches describe the interaction of the process with the environment) …

Route of the ?????????: a Design Exercise for Museum-centric Entertainment Systems
A Origlia, ML Chiacchio – ceur-ws.org
… RPG mechanics like dialogue trees, inter-character dynamics and branching stories are therefore a straightforward choice to create the context and present it from different angles. The information collected while interacting with the characters can be tracked to adapt the visit …

The SIMPLE methodology for developing and evaluating cross-cultural virtual training systems SIEDS 2017
C Bayer, J Jellá, A Kapoor, R Matts… – Systems and …, 2017 – ieeexplore.ieee.org
… In this project, these dimensions provide the backbone for understanding nuanced cultural stress points that inform the development of dialogue trees and avatar interactions in a virtual reality (VR) environment … Produce dialogue trees V. Language adjustments & translation VI …

Dialogue Games for Minimal Logic?
A Pavlova – ESSLLI 2017 Student Session – sfs.nphil.uni-tuebingen.de
… Definition 9 A dialogue tree T for a dialogue sequent ?-? A is a rooted directed tree whose nodes are rounds in a dialogue game such that every branch of T is a dialogue with initially granted formulas ? and initially disputed formula A. Definition 10 (Winning Strategy) A finite …

Backstory Elaboration: A Method for Creating Realistic and Individually Varied Cultural Avatars
DA Zachary, W Zachary, J Cannon-Bowers… – Advances in Cross …, 2017 – Springer
… Dialogs can be a linear set of verbal transactions, but more generally are created as dialog trees of variable depth and complexity (as needed by the design problem at hand) … 2. In a dialog-tree architecture, each choice would map into a specific entry in the dialog tree …

Two-Tier State-Machine Programming for Messaging Applications
J Morales, R Escobar, S Kaghyan… – Electronic …, 2017 – ingentaconnect.com
… an automated text messaging system. 2. Dialogue trees There are cases in which the conversation between machine and user may be more complex than just a sequence of questions and answers. In a complex conversation …

Wizard’s Apprentice: Cognitive Suggestion Support for Wizard-of-Oz Question Answering
J Ahn, P Watson, M Chang, S Sundararajan… – … Conference on Artificial …, 2017 – Springer
… However, gathering a subject-appropriate corpus of training data remains challenging, particularly for deep and complex dialog trees that may involve large numbers of conversational moves between the student and the cognitive tutor …

Methodological Challenges in Measuring Collaborative Problem-Solving Skills Over Time?
C Dingler, AA von Davier, J Hao – Team Dynamics Over Time, 2017 – emeraldinsight.com
… Item writers can use tools (eg, “dialogue trees”) to visualize the conversational flow so as to ensure there are no missing links in the space of possible conversations. Outcome Data … “Dialogue trees” that contained the response options were an essential part of the game design …

Architecture of an Extensible Visual Programming Environment for Authoring Behaviour of Personal Service Robots
C Datta, BA MacDonald – Robotic Computing (IRC), IEEE …, 2017 – ieeexplore.ieee.org
… The instructional nature of most of the self-care services on the robot means that the dialogue has conditional branching logic and the application at any point of time is at a particular part of the dialogue tree based on the choices made by the user while interacting with the robot …

Chatbots as a Novel Access Method for Government Open Data?
S Porreca, F Leotta, M Mecella, T Catarci – ceur-ws.org
… In order to generate the response, Watson Conversation performs the follow- ing operations (the reader should also refer to following subsections): intents and entities extraction; verification of which node, within the Dialog Tree, has con- ditions satisfied by these information …

Separating Representation, Reasoning, and Implementation for Interaction Management: Lessons from Automated Planning
ME Foster, RPA Petrick – Dialogues with Social Robots, 2017 – Springer
… More recently, COLLAGEN has been extended into an open-source tool called DISCO [20], which combines hierarchical task networks (HTNs) with traditional dialogue trees to permit semi-automated dialogue authoring and dialogue structure reuse …

Leveraging Procedural Narrative and Gameplay to Address Controversial Topics
B Samuel, J Garbe, A Summerville, J Denner… – pdfs.semanticscholar.org
… character, a drone pi- lot. Each of the vignettes, consisting of a minigame on one side of the screen and a dialog tree on the other, por- trays different aspects in the day of the life of the main character. Any one minigame is simple …

Cultural understanding for the development of an American-Chinese cross-cultural simulator
J Bishop, P Brooks, J Brown… – Systems and Information …, 2017 – ieeexplore.ieee.org
… The end result is the development of Chinese-language dialogue trees of these stress-point exposure, real-world cultural scenarios that can be incorporated into the development and improvement of the virtual simulator. INTRODUCTION …

Computational Psychometrics for the Measurement of Collaborative Problem Solving Skills
ST Polyak, AA von Davier, K Peterschmidt – Frontiers in psychology, 2017 – frontiersin.org
… selection timing. FIGURE 1. www.frontiersin.org Figure 1. Circuit runner: a CPS dialog panel game screenshot. 2.3. Design Limitations. The canned responses of the dialog tree are a limitation of the current game design. For a …

Analyzing Game-Based Collaborative Problem Solving with Computational Psychometrics
ST Polyak, AA von Davier, K Peterschmidt – 2017 – actnext.org
… Most of the dialog tree responses were tagged with one or more sub-skills that were expert judged to provide skill evidence … In Figure 2 we illustrate this tagging for one item/dialog tree prompt: Figure 2: CPS Response Coding “I am in front of a computer monitor …

Using Vision and Speech Features for Automated Prediction of Performance Metrics in Multimodal Dialogs
V Ramanarayanan, P Lange, K Evanini… – ETS Research …, 2017 – Wiley Online Library
… Depending on the semantic class of the participant’s answer to each question (as determined by the output of the speech recognizer and the natural language understanding module), he or she is redirected to the appropriate branch of the dialog tree, and the conversation …

Non-contact Human Computer Interaction System Design and Implementation
L Liu, S Niu, S McCrickard – Connected Health: Applications …, 2017 – ieeexplore.ieee.org
… The sensor system is mounted on a baseball helmet and traces the variation of the magnetic field when a user moves the tongue. [11] presents a Tongue Joystick for maneuvering within a dialogue tree. The joystick is used to create simple dialogue for costume performer …

246À247, 272 modalities, 299 networks, 299 Component team (s), 291, 294À295, 299
TP Model – dynamics – emeraldinsight.com
… Page 4. See also Compositional attributes; Linkage attributes “Dialogue trees”, 54, 66 Differential item functioning (DIF), 62 Differential test functioning (DTF), 62 Differentiation, 138À140, 304À305, 308, 318 degree of, 305 key factors of multiteam system, 306 skill, 223 social …

50 Early J., An Efficient Context-Free Parsing Algorithm, Ph. D. Thesis, Carnegie Mellon University, Pittsburgh PA, 1968. 51 Brotsky D., An Algorithm For Parsing …
P Degano, S Mannucci, B Mojana – cc.gatech.edu
… UIMS, ACM Trans. On Graphics 5,3 (1986), 179-210. 43 Bennet WE, Boies SJ, Gould JD, Green SL, Wiecha CF, Transforma- tions On A Dialog Tree: Rule-Based Mapping Of Content To Style, CHI ’89, p. 67-75. 44 Wiecha CF …

Conversations on Twitter
T Scheffler – Book series Translation Studies and Applied …, 2017 – ff.uni-lj.si
… a reply to the last contribution. Finally, there is a number of conversations in be- tween the two extremes, exhibiting some branching of the dialog tree. We called these ‘group discussions’. All conversation data from Twitter is …

Crowdfunding Nostalgia: Kickstarter and the Revival of Classic PC Game Genres
AS Gilbert – The Computer Games Journal, 2017 – Springer
… Yet they broke new ground with their vast and detailed high-fantasy worlds, memorable characters, deep player immersion, branching dialogue trees, difficult moral choices, and their expansive historical backstories based in D&D lore …

Using scenario smells to analyse scripted communication scenarios in virtual learning environments
T Overbeek, J Jeuring, R Lala – Technical Report Series, 2017 – dspace.library.uu.nl
Page 1. Using scenario smells to analyse scripted communication scenarios in virtual learning environments Timo Overbeek Johan Jeuring Raja Lala Technical Report UU-CS-2017-008 June 2017 Department of Information and Computing Sciences …

Playing with Persiflage: How free-form dialogue enables emergent narratives in orchestrated digital games
BJ Cheng – 2017 – search.proquest.com
… 106. vi. List of Figures. Figure 2.1: The player chooses a path along a dialogue tree in Mass Effect, a modern computer. roleplaying game … changed at runtime. Conversations with NPCs are implemented with branching dialogue trees …

Perspective Shifts in Mixed Reality: Persuasion through Collaborative Gaming
D Jacoby, Y Coady – Int. Work. Pers. Persuas. Technol, 2017 – pdfs.semanticscholar.org
… From explicit modeling techniques such as structured dialogue trees, to probabilistic drama management techniques [7] there are a variety of ways of making the system personalized to user desires. As has been shown in the recent election, explicit modeling …

Unreal Engine 4 RPG
JW Russ, JJ Nunez – 2017 – digitalcommons.calpoly.edu
… Current quests are displayed in a box in the top-right corner of the screen. In our game, a quest is initiated when the player reaches a particular branch of a non-player character (NPC)’s dialogue tree. All quests share a common structure: ? Name (text string) …

Dialogical Scaffolding for Human and Artificial Agent Reasoning
S Modgil – nms.kcl.ac.uk
… Now, let a dialogue D be defined by a sequence of moves (locutions) m1,…,mn, where each mj (j = 1) replies to a single move mi
Improving health outcomes sooner rather than later via an interactive website & virtual specialist
D Richards, P Caldwell – IEEE Journal of Biomedical and …, 2017 – ieeexplore.ieee.org
… Dr Evie’s dialogue trees are processed by the Action Interpreter, Dialogue Generator and lip-synching plugin via the Unity3D Game Engine. eADVICE sends a report to the GP of the patient’s response and the recommended treatment advice … Dialogue Tree Action Interpreter …

Learning and Reusing Dialog for Repeated Interactions with a Situated Social Agent
J Kennedy, I Leite, A Pereira, M Sun, B Li… – … on Intelligent Virtual …, 2017 – Springer
… C B D G exists but has no children O does not exist G/H H I A A G/O X E C A A B Fig. 2. To select the next utterance for Kevin to say, the dialog tree is traversed from the current node (node A in the example). Depending on the user utterance, five scenarios are possible …

Dialogue and interaction in role-playing games
F Mäyrä – Dialogue across Media, 2017 – books.google.com
Page 282. Dialogue and interaction in role-playing games Playful communication as Ludic culture Frans Mäyrä University of Tampere Dialogue is central to role-playing games (RPGs). It serves multiple purposes, some of which …

Investigating a self-scoring interview simulation for learning and assessment in the medical consultation
C Bruen, C Kreiter, V Wade… – Advances in medical …, 2017 – ncbi.nlm.nih.gov
… Students are presented with a dialogue option, prescripted by the expert–rater using an authoring tool within SkillSims ™ , to form multiple branching dialogue trees (Figure 2). Each branch consists of a decision point and a pathway (between decision points) …

A conventional dialogue model based on dialogue patterns
GD Duplessis, A Pauchet, N Chaignaud… – … Journal on Artificial …, 2017 – World Scientific
Page 1. International Journal on Artificial Intelligence Tools Vol. 26, No. 1 (2017) 1760009 (23 pages) c World Scientific Publishing Company DOI: 10.1142/S0218213017600090 A Conventional Dialogue Model Based on Dialogue Patterns …

The Illusion of Choice: Interactive Narration in Dragon Age II
B Þorbjargardóttir – 2017 – skemman.is
… form of storytelling. The player may take a moral stance of the events of the narrative through the use of a branching structure, or dialogue tree. The game encourages the player … through the use of the dialogue tree, allowing the player to take a stance on what is transpiring …

Is more agency better? The impact of student agency on game-based learning
R Sawyer, A Smith, J Rowe, R Azevedo… – … Conference on Artificial …, 2017 – Springer
… Fig. 2). This includes fully traversing dialog trees for each virtual character, as well as reading each of the virtual books and articles in the building, along with their accompanying assessments of reading comprehension. These …

A Unified Theory of Learning, Doing and Teaching Hierarchical Tasks: The Learn-Do-Teach Challenge for Collaborative Agents
C Rich, CL Sidner – pdfs.semanticscholar.org
Page 1. Technical Report, July 2017 Computer Science Department Worcester Polytechnic Institute A Unified Theory of Learning, Doing and Teaching Hierarchical Tasks: The Learn-Do-Teach Challenge for Collaborative Agents Charles Rich and Candace L. Sidner …

Popular Brain Computer Interfaces for Game Mechanics Control
D Szajerman, M Warycha, A Antonik… – Multimedia and Network …, 2017 – Springer
… It allowed to test the possibility of change a well-known games standard, to extend it by quite new mechanisms. The dialogue trees were expanded by quite new paths. The paths revealed in specific circumstances related to the user’s behaviour …

Anwendung von szenariobasierter Modellierung in der Spieleentwicklung
N Glade – se.uni-hannover.de
Page 1. Gottfried Wilhelm Leibniz Universität Hannover Fakultät für Elektrotechnik und Informatik Institut für Praktische Informatik Fachgebiet Software Engineering Anwendung von szenariobasierter Modellierung in der Spieleentwicklung Masterarbeit im Studiengang Informatik …

Selecting and Expressing Communicative Functions in a SAIBA-Compliant Agent Framework
A Cafaro, M Bruijnes, J van Waterschoot… – … on Intelligent Virtual …, 2017 – Springer
… Weidler Buchverlag Berlin (2007) 17. Rich, C., Sidner, CL: Using Collaborative Discourse Theory to Partially Automate Dialogue Tree Authoring. In: Proceedings of the 12th International Conference on IVAs. pp. 327–340. Springer-Verlag, Berlin, Heidelberg (2012) 18 …

Navigation Paths and Performance in Educational Virtual Worlds
J de Haan, D Richards – Navigation, 2017 – aisel.aisnet.org
… appear again. For the purpose of this study, we modified the dialogue trees to keep the conversations short and simple in order to make it less likely for participants to miss options, and thereby missing information. The goal …

Systems Engineering Simulation Experience Design: Infrastructure, Process, and Application
R Turner, D Bodner, D Kemp, Y Rodriguez, J Wade… – INSIGHT, 2017 – Wiley Online Library
… information ? The accuracy of presented data: is it true, fuzzy, or contradictory and when it might change, and under what conditions ? Which non-player characters (NPCs) are automated and which are live ? How NPCs interact with the learner ? Dialog trees and selections …

Sabbiu Shah (070/BCT/531) Sagar Adhikari (070/BCT/533) Samip Subedi (070/BCT/536)
U Chalise – 2017 – researchgate.net
… The chatbot uses the message and context of conversation for selecting the best response from a predefined list of bot messages. The context can include current position in the dialog tree, all previous messages in the conversation, previously saved variables. Page 21. 10 …

SE Simulation Experience Design: Infrastructure, Process, and Application
R Turner, D Bodner, D Kemp… – INCOSE …, 2017 – Wiley Online Library
… and kept up to date • The accuracy of presented data: is it true, fuzzy or contradictory and when it might change and under what conditions • Which non-player characters (NPCs) are automated and which are live • How NPCs interact with the learner • Dialog trees and selections …

Embodied conversational agents in clinical psychology: A scoping review
S Provoost, HM Lau, J Ruwaard… – Journal of medical Internet …, 2017 – ncbi.nlm.nih.gov

Communication system and team situation awareness in a multiplayer real-time learning environment: application to a virtual operating room
CP Lelardeux, D Panzoli, V Lubrano, V Minville… – The Visual …, 2017 – Springer
… free for actually playing the game. The pinnacle of traceability in games consists in using dialogue trees. In a dialogue tree, every utterance, question, or answer is scripted in a tree-like structure. The system is very common …

GLaDOS: Integrating Emotion-Based Behaviours into Non-Player Characters in Computer Role-Playing Games
G Smith – 2017 – macsphere.mcmaster.ca
… Dialogue Tree A game mechanic that allows players to select conversation points that can result in different responses from, or affect future interactions with, and NPC Dungeon Master A player that is responsible for arbitrating and moderating a role-playing game xi Page 13 …

Approaches and Challenges to Assessing Oral Communication on Japanese Entrance Exams
GJ OCKEY – JLTA Journal, 2017 – jstage.jst.go.jp
… (2016) explored the potential of HALEF (Help Assistant- Language-Enabled and Free), an SDS that uses rule-based dialog flows. Test takers respond to questions, and based on the semantic features of their responses, the computer is directed to a branch of a dialog tree …

Simultaneous Learning of Hierarchy and Primitives for Complex Robot Tasks
A Mohseni-Kabir, C Li, V Wu, D Miller, B Hylak… – pdfs.semanticscholar.org
Page 1. Autonomous Robots manuscript No. (will be inserted by the editor) Simultaneous Learning of Hierarchy and Primitives for Complex Robot Tasks Anahita Mohseni-Kabir · Changshuo Li · Victoria Wu · Daniel Miller · Benjamin …

An extensible domain-specific language for describing problem-solving procedures
B Heeren, J Jeuring – International Conference on Artificial Intelligence in …, 2017 – Springer
… These scenarios are translated to stepwise procedures that control the sequencing. These procedures in the DSL give us very fine control over the structure of consultation compared to dialog trees and avoid repeating subtrees. Open image in new window. Fig. 3 …

Meaning without consequence: virtue ethics and inconsequential choices in games
JL Nay, JP Zagal – Proceedings of the 12th International Conference on …, 2017 – dl.acm.org
… This is especially true of games that offer “inconsequential” choices through dialogue trees or character portrayal options that result in the same outcome, because players can contextualize the outcome through a personally crafted lens that carries more weight than it would …

Evaluating Navigation Paths and Improving Performance in Educational Virtual Worlds
J Haan – 2017 – dspace.library.uu.nl
… Therefore the dialogue trees were simplified and largely rewritten to contain clearer information and cull a lot of unnecessary information so that the participants were not hindered in their abilities to remember the information …

Pedagogical Agents as Team Members: Impact of Proactive and Pedagogical Behavior on the User
M Barange, J Saunier, A Pauchet – Proceedings of the 16th Conference …, 2017 – dl.acm.org
Page 1. Pedagogical Agents as Team Members: Impact of Proactive and Pedagogical Behavior on the User Mukesh Barange INSA de Rouen France mukesh.barange@insa- rouen.fr Julien Saunier INSA de Rouen France julien.saunier@insa- rouen.fr …

Jungian personality in a chatbot
JT Klooster – 2017 – dspace.library.uu.nl
Page 1. Utrecht University Master Thesis Jungian personality in a chatbot Author: Jappie JT Klooster Supervisor: Dr. Frank Dignum Dr. Medhi M. Dastani Faculty of Science Artificial Intelligence June 27, 2017 Page 2. Abstract …

Automated game design learning
JC Osborn, A Summerville… – … Intelligence and Games …, 2017 – ieeexplore.ieee.org
… Finally, addressing more types of operational logics is a clear step forward: resource logics, game-mode logics, and progression logics are both widespread and valuable to learn, as are the non-spatial linking logics used in game dialog trees. VI …

Robot Personality Insights. Designing Suitable Robot Personalities for Different Domains
D Ullrich – i-com, 2017 – degruyter.com
… control) was used. The robots built-in speech-recognition was used to interact with the user. A wide dialogue tree was predefined to catch most of reasonably expected user statements and respond accordingly, carrying the sto.

Validating Brouwer’s continuity principle for numbers using named exceptions
V Rahli, M Bickford – Mathematical Structures in Computer Science, 2017 – cambridge.org
… His method consists in providing an alternative interpretation of system T, where a number is interpreted by a dialogue tree that ‘describes the computation of a natural number relative to an unspecified oracle ? : NN’ (Escard´o 2013) …

Ten Things Video Games Can Teach Us:(about life, philosophy and everything)
JE Webber, D Griliopoulos – 2017 – books.google.com
Page 1. º º – 4 º’ – º º * Gº ( / ?. ?º (Jº º tº sº º º |- \L/ T. W ºf º º º º – – |- – º (3) – º tº ºf . & C. C. º * L. * * * * º º – º º – _*. – º º º e. º º º * (About lº?e, Philosophy º . – º – – – is and ºverghºff) ?º soºn Erica weeee, and sº DANIEL GRLOPOULCS Page 2 …

Morality Play: A Model for Developing Games of Moral Expertise
D Staines, P Formosa, M Ryan – Games and Culture, 2017 – journals.sagepub.com
According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and impl…

Not such smart tourism? The concept of e-lienation
J Tribe, M Mkono – Annals of Tourism Research, 2017 – Elsevier
Skip to main content …

Choice in Digital Games: A Taxonomy of Choice Types Applied to Player Agency and Identity
M Andreen – 2017 – libtreasures.utdallas.edu
Page 1. CHOICE IN DIGITAL GAMES: A TAXONOMY OF CHOICE TYPES APPLIED TO PLAYER AGENCY AND IDENTITY by Michael Thomas Andreen APPROVED BY SUPERVISORY COMMITTEE: _____ Monica Evans, Chair …

Continue?: what motivates people while playing role-playing video games
SM May – 2017 – cardinalscholar.bsu.edu
Page 1. CONTINUE? WHAT MOTIVATES PEOPLE WHILE PLAYING ROLE-PLAYING VIDEO GAMES A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY SEAN MAY …

Identity and Play in Interactive Digital Media: Ergodic Ontogeny
SM Cole – 2017 – books.google.com
… Grand Theft Auto V [Video game]. (2013). New York, NY: Take-Two Interactive. Dialogue trees with QR Code. Mass Effect 3 [Video game]. (2012). Edmonton, Canada: Bioware … Narrative/plot, in- centive processes, dialogue trees, and character creation are addressed …

Procedural Generation in Game Design
TX Short, T Adams – 2017 – books.google.com
Page 1. Ellie?. – I?ld M. Sil?i e I?l i?ld||15 º CRC Press gº layºr ººls Grºup ** AK FETER – E – Ik Page 2. Procedural Generation in Game Design Page 3. Procedural Generation in Game Design Edited by Tanya X. Short and Tarn Adams Page 4 …

Performative Multiplicities
D Jayemanne – Performativity in Art, Literature, and Videogames, 2017 – Springer
… PS: T achieves its memento mori theme by the performative interlacing of an extremely large set of framing devices: ludic RPG statistics management and elaborate visuals play a part, but most of the game’s interactions occur through scripts and dialogue trees (over three …

Situational Game Design
B Upton – 2017 – books.google.com
Page 1. SifuctionCl GCIme Design Brion Upton CRC Press Taylºr & Fri?i??iº, Grºup AN AKP ETER & BC, CK Page 2. Situational Game Design Page 3. Situational Game Design Brian Upton Page 4. CRC Press Taylor & Francis …

100 Greatest Video Game Franchises
R Mejia, J Banks, A Adams – 2017 – books.google.com
Page 1. vided EAM: FRANDHIEE ?º-). Edited Hu Rºbert Meji=. Eine EEIlks, End All-Irie Alºns Page 2. 100 Greatest Video Game Franchises Page 3. 100 Greatest. . . A Rowman & Littlefield Book Series Series Editor: Bob Batchelor …

Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames
AA Reed – 2017 – search.proquest.com
Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames. Abstract. Stories in released games are still based largely on static and predetermined structures, despite decades of academic work to make them more dynamic …

Game Changer: Rendering and Testing the Game
JJ Kellinger – A Guide to Designing Curricular Games, 2017 – Springer
… You can even generate conversations between the player and NPCs by using a dialogue tree where the player chooses from a menu what to say to an NPC, the NPC responds to the player’s choice, the player is then given another menu of choices, etc …

Student-Centered Factors as Predictors for Learning and Motivation in Digital Games: Examining a Deception Detection Training Game
AS Adams – 2017 – search.proquest.com
Student-Centered Factors as Predictors for Learning and Motivation in Digital Games: Examining a Deception Detection Training Game. Abstract. Early scholars in the field of game studies praised digital games for their potential …

(Visited 22 times, 1 visits today)