Dialog Trees 2015


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:

Dialog Trees 2014


A distributed cloud-based dialog system for conversational application development V Ramanarayanan, D Suendermann-Oeft… – 16th Annual Meeting of …, 2015 – aclweb.org … Depending 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 conversation continues until all … Cited by 6 Related articles All 18 versions

Social play in non-player character dialog M Treanor, J McCoy, A Sullivan – Proc. INT-SBG, 2015 – ai2-s2-pdfs.s3.amazonaws.com … Social practices increase the playability of social play by modeling social interactions at a more granular level and adding interactivity at each stage. This model also moves away from dialog trees to a more modular form of authoring to support the additional com- plexity. … Cited by 1 Related articles All 4 versions

Argumentative dialogue revision in multi-agent system YO Yang, Y Deng – … Science & Education (ICCSE), 2015 10th …, 2015 – ieeexplore.ieee.org … In this paper we will establish an argumentative dialogue framework for intelligent agents’ dialogue process by using the argumentative theory and transforming dialogue beliefs of agents into arguments, and building an original argumentative dialogue tree based on the … Cited by 1 Related articles All 2 versions

I like this painting too: When an ECA shares appreciations to engage users S Campano, C Clavel, C Pelachaud – Proceedings of the 2015 …, 2015 – dl.acm.org … Mind, hands, face and body: a goal and belief view of multimodal communication. Weidler, 2007. [7] C. Rich and CL Sidner. Using collaborative discourse theory to partially automate dialogue tree authoring. In Intelligent Virtual Agents, pages 327–340. Springer, 2012. … Cited by 4 Related articles All 6 versions

Modelling social network interactions in games E Cebolledo, O De Troyer – … Narrative Technologies and …, 2015 – pdfs.semanticscholar.org … This has no direct equivalent in face-to-face interactions (although people can express their opinion about some- thing by saying). Dialog trees, which have been used for years to model interactions in games (see Figure 1 for an example), are too limited. … Cited by 1 Related articles All 3 versions

A Mark-Up Language and Interpreter for Interactive Scenes for Embodied Conversational Agents D Novick, M Gutierrez, I Gris, DA Rivera – International Conference on …, 2015 – Springer … When executing behaviors indicated with a speak tag, the system uses the audio file name to find the audio for playback and has the agent lip-sync to the audio through a dialog tree, implemented as a separate module. Fig. 1. … 3b, as a dialog tree. … Cited by 2 Related articles

Communicate!—a serious game for communication skills— J Jeuring, F Grosfeld, B Heeren, M Hulsbergen… – Design for teaching and …, 2015 – Springer … We use a domain reasoner for scenarios instead of dialog trees [6] or a virtual agent approach using beliefs, desires, and intentions [7] to offer fine control over the form and structure of the consultation, and to avoid repeating subtrees of scenarios as much as possible. … Cited by 10 Related articles All 4 versions

Game AI appreciation, revisited M Lewis, K Dill – Game AI Pro 2: Collected Wisdom of Game AI …, 2015 – books.google.com … series of nasty obstacles. Typically, game conversations are either purely scripted (eg, the player may watch a noninteractive “cutscene” of the conversation) or, at best, powered by simple dialogue trees. This is almost entirely … Cited by 2 Related articles All 2 versions

Research on Personalized English Learning and Teaching System Based on Mobile Devices and the Internet: A Case Study Z Yan – vol, 2015 – atlantis-press.com … Figure 6 shows how the system offered practice opportunities for every pronunciation unit for an example testing simulated learner in the sub-dialogue trees four to five after finishing the first three trees (20 turns in all after tree three). … Cited by 1 Related articles

Chasing the Truth: An Educational Game for Information Literacy and Student Engagement D Casper, C Talmage, S Hillifield… – 18th of Southern …, 2015 – aisel.aisnet.org … As it currently stands, the game follows a story that teaches the importance of selecting and finding the proper sources of information and the game story is structured using a dialog tree that allows a player to choose different options and enforces learning by trial and error. … Cited by 1 Related articles All 2 versions

Building support-based opponent models in persuasion dialogues C Hadjinikolis, S Modgil, E Black – … on Theorie and Applications of Formal …, 2015 – Springer … D}\mathcal {M}_0,\ldots ,\mathcal {D}\mathcal {M}_n>\) be a dialogue and \(\mathcal {M}=\{\mathcal {D}\mathcal {M}_0,\ldots ,\)\(mathcal {D}\mathcal {M}_n\}\) the set of moves in \(\mathscr {D}\). Then \(\mathcal {T}= \{\mathcal {M},\mathcal {E}\}\) is a dialogue tree with root node … Cited by 1 Related articles All 3 versions

Second mind: a system for authoring behaviors in virtual worlds M Mehta, A Corradini – Proceedings of the XVI International Conference …, 2015 – dl.acm.org … that fit the contex. In those games, a conversation is typically modelled using dialogue trees [1] where the player is presented choose from a limited list of interaction options in response to an NPC’s action. Each choice affects … Cited by 1 Related articles

Interactive hierarchical task learning from a single demonstration A Mohseni-Kabir, C Rich, S Chernova… – Proceedings of the …, 2015 – dl.acm.org Page 1. Interactive Hierarchical Task Learning from a Single Demonstration Anahita Mohseni-Kabir, Charles Rich, Sonia Chernova, Candace L. Sidner, Daniel Miller Worcester Polytechnic Institute Worcester, MA, USA {amohsenikabir, rich, soniac, sidner, millerd}@wpi.edu … Cited by 19 Related articles

Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames AE Maloney, R Mellecker, R Buday… – Games for health …, 2015 – online.liebertpub.com … players using different platforms to compete with one another. Another believed frustration of AVG players are stretches of long dialog trees or cutscenes that lock players out of gameplay. It was noted that “players want to play … Cited by 1 Related articles All 7 versions

An ECA expressing appreciations S Campano, C Langlet, N Glas, C Clavel… – Affective Computing …, 2015 – ieeexplore.ieee.org … science informatiques, vol. 29, no. 7, p. 751, 2010. [15] C. Rich and CL Sidner, “Using collaborative discourse theory to partially automate dialogue tree authoring,” in Intelligent Virtual Agents. Springer, 2012, pp. 327–340. [16] C … Cited by 5 Related articles All 9 versions

Design Rationale for Natural Language Game Conversations. J Lessard – FDG, 2015 – pdfs.semanticscholar.org … EV 6.773 Montréal, Québec, Canada H3G 1M8 +1 514-848-2424 #4717 Jonathan.lessard@ concordia.ca ABSTRACT In-game conversations with non-playing characters have not changed much in the past 30 years, sticking to menu driven models and dialogue trees. … Related articles All 2 versions

NPCs Need Love Too: Simulating Love and Romance, from a Game Design Perspective M KHANDAKER-KOKORIS – Game Love: Essays on Play and …, 2015 – books.google.com … In mainstream games, however, rather than finding emergent processes of this sort, the standard for “romance in games” is popularly conveyed via dialogue trees. … A common criticism of dialogue trees is that they tend to feel very binary and limited. … Related articles All 2 versions

What Should an Agent Know Not to Fail in Persuasion? S Yokohama, K Takahashi – European Conference on Multi-Agent …, 2015 – Springer … Definition 17. (Dialogue Tree). A dialogue tree between P and C on \(\rho \) is a finite tree of which each node corresponds to a dialogue, and constructed in the following manner. 1. The root node corresponds to \(\epsilon \) (an empty sequence). … Related articles All 2 versions

An argumentation model based on evidence theory C Xiong, Y Zhan, S Chen – Computer Science & Education ( …, 2015 – ieeexplore.ieee.org … A to 2 A is called dialog denoted by 1 2 , AA < > . Definition 4. Dialog tree is a finite set of arguments denoted by DT. DT has one and only one root node. Other nodes in DT are disjoint sets 0 1 1 , , , m TT T ? ! where (0 ) i T im ? < is another dialog tree called sub-dialog tree. … Related articles All 2 versions

Through player-tinted glasses A O’Brien – English in Aotearoa, 2015 – search.informit.com.au … Rather than being able to choose any sentence we want to say, a dialogue tree locks us into two options, and rather than being able to build any item we can conceive of, we are locked to the options that are hard-coded within the game. … All 2 versions

“Be With Me”: Cute Technology And The Simulation Of Affect J GN HONG ZHAN – 2015 – scholarbank.nus.sg … 66 4.1 Tamagotchi handheld device 106 4.2 PostPet user interface 116 5.1 Basic structure of a dialogue tree 132 5.2 Dialogue and event scenes of LovePlus characters 135 5.3 Facial compositions of ‘moe’ characters 140 5.4 Screenshot of the KiSS system 141 … Related articles All 2 versions

Auditory Interfaces J Sodnik, S Tomaži? – Spatial Auditory Human-Computer Interfaces, 2015 – Springer … Two examples of such limited speech interfaces are dialog trees and command and control interfaces. In the case of dialog trees, domain activities are broken down into a sequence of hierarchically-organized levels with several choices. … Related articles

Situation-and user-adaptive dialogue management G Bertrand – 2015 – oparu.uni-ulm.de Page 1. Situation- and User-Adaptive Dialogue Management Gregor Bertrand geboren in Ravensburg Institute of Communications Engineering: Dialogue Systems University of Ulm Dissertation zur Erlangung des Doktorgrades Dr.rer.nat. … Related articles All 2 versions

Data adventures GAB Barros, A Liapis, J Togelius – Proceedings of the FDG …, 2015 – antoniosliapis.com … Clues, on the other hand, are anything that can not be transformed into a NPC or a location (eg categories). For each clue, a small piece of text from its DBpedia resource page is gathered and added as a dialogue line in the NPCs’ dialogue tree. … Cited by 5 Related articles All 8 versions

Constructing Virtual Role-Play Simulations WL Johnson – … for Adaptive Intelligent Tutoring Systems: Authoring …, 2015 – researchgate.net … ChatMapper (Urban Brain Studios, 2014) is a general-purpose authoring tool for nonlinear dialogue. Authors can create dialogue trees and specify conditions under which branches are activated. It can thus be used to create complex simulations. … Cited by 2 Related articles All 2 versions

Dragons, Dwarves, and Cubes The Effect of Player Agency in Games and Game Communities BW McKitrick – academia.edu … In these games, the narrative can sometimes be implied rather than directly stated, sometimes letting the player determine the actual structure of their story, instead of having to choose between option A and option B in a dialogue tree. Valid player agency … Related articles All 2 versions

Communication and knowledge sharing in an immersive learning game D Panzoli, C Pons-Lelardeux… – Games and Virtual …, 2015 – ieeexplore.ieee.org … condition and formulate a diagnosis. 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 … Related articles All 3 versions

Evaluating the authoring complexity of interactive narratives with interactive behaviour trees M Kapadia, F Zünd, J Falk, M Marti… – Foundations of Digital …, 2015 – cgl.ethz.ch … thored preconditions for successful action execution. Dialogue Trees [18] and Story Graphs [4] accommodate user interaction as discrete choices at key points in the authored narrative. Behavior Trees (BT’s) are gaining popularity … Cited by 4 Related articles All 6 versions

A web-based educational setting supporting individualized learning, collaborative learning and assessment – 2015 – hypatia.teiath.gr … The majority of the students (83%) considered the capability of the ACT tool to group messages into sub-trees and to represent the dialogue in a visual graphical form (Dialogue Tree) very useful because it enables them to monitor the dialogue in an organized and … Related articles

Modelling dialogues in court using a gradual argumentation model: a case study B Wei, JH Huang – Proceedings of the 15th International Conference on …, 2015 – dl.acm.org Page 1. Modelling dialogues in court using a gradual argumentation model: a case study Bin Wei School of Administrative Law Southwest University of Political Science and Law, Chongqing, China weibin@swupl.edu.cn JinHua … Related articles

Automated Generation of Conversational Non Player Characters G Pickett, F Khosmood… – Eleventh Artificial …, 2015 – ai2-s2-pdfs.s3.amazonaws.com … The industry would like to focus on delivering better official plots and quests that players experience. Writing dialogue trees, backstories and believable personal- ity traits for hundreds of characters is cost prohibitive. Cre- ating voice assets are expensive. … Related articles All 3 versions

“Select the Type of Experience You Would Like to Have”: Exploring Player Roles and Role Affordance in Video Games SP O’Brien – paj: The Journal of the Initiative for Digital Humanities, …, 2015 – journals.tdl.org … what is happening in their world, but the allocation of skill points is the player’s role rather than 5 See chapter 3 of Wardrip-Fruin’s Expressive Processing for a productive analysis of the friction between quest flag and dialogue tree structures in RPGs like ME 2. Page 7. 7 … Related articles

A Conventional Dialogue Model based on Empirically Specified Dialogue Games GD Duplessis, A Pauchet, N Chaignaud… – Tools with Artificial …, 2015 – ieeexplore.ieee.org Page 1. A Conventional Dialogue Model based on Empirically Specified Dialogue Games Guillaume Dubuisson Duplessis LITIS – INSA Rouen, Rouen, France LIMSI-CNRS, Paris, France gdubuisson@limsi.fr Alexandre Pauchet … Related articles All 5 versions

A Constraint-Based Expert Modeling Approach for Ill-Defined Tutoring Domains. A Woods, B Stensrud, RE Wray, J Haley… – FLAIRS …, 2015 – pdfs.semanticscholar.org … A knowledge engineer annotates each action in the dialog tree with assessments about learning objective performance that serves as both an expert model and the assessment por- tion of the pedagogical model for the INOTS ITS. … Cited by 6 Related articles All 3 versions

The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach) S Robertson, R Solomon, M Riedl, TW Gillespie… – … Conference on Learning …, 2015 – Springer … We developed an animated, 2D character using the Unity game engine (see Fig. 1). The agent interacts with the user via a turn-based conversation driven by a branching dialogue tree and state-machine-based dialogue engine. … Cited by 1 Related articles All 6 versions

Advanced learning technologies for eLearning in the enterprise: Design of an Educational Adventure Game to teach computer security C D’Apice, C Grieco, R Piscopo, L Liscio – Journal of Visual Languages & …, 2015 – Elsevier … the elements of classical Adventure Games: scene elements (called hotspots) can be clicked to choose the right action to apply on them (examine, use, talk to, etc.); the main character has an object inventory; interactions with NPCs are done following a “Dialog Tree”, a graph of … Cited by 1 Related articles All 4 versions

Plan recovery in reactive HTNs using symbolic planning LO Ouali, C Rich, N Sabouret – International Conference on Artificial …, 2015 – Springer … In: ICAPS, pp. 161–170 (2005) 8. Rich, C.: Building task-based user interfaces with ANSI/CEA-2018. IEEE Com- puter 42, 20–27 (2009) 9. Rich, C., Sidner, CL: Using collaborative discourse theory to partially automate dialogue tree authoring. … Cited by 2 Related articles All 6 versions

Dark Play in Dishonored K Jørgensen – The Dark Side of Game Play: Controversial Issues …, 2015 – books.google.com … conspirators. The player undertakes nine assassination missions, all of which can be experienced in different ways. Dishonored rarely uses dialogue trees. Decisions … games. Roleplaying games built around dialogue trees often do this. For … Related articles All 2 versions

Buddy Up for Exergames: How Group Dynamics Principles Can A Ede, ST Forlenza, DL Feltz – Handbook of Research on Holistic …, 2015 – books.google.com Page 252. 222 Chapter 11 Buddy Up for Exergames: How Group Dynamics Principles Can Be Applied to Active Health Games Alison Ede Michigan State University, USA Samuel Thomas Forlenza Shippensburg University, USA … Cited by 1 Related articles All 2 versions

How You Emerge from This Game Is up to You HR Roine – Narrative Theory, Literature, and New Media: …, 2015 – books.google.com … The mechanics—namely the dialogue tree—are based on computational processes used by the game engine, which Wardrip-Fruin (2009, 46) has also called “operational logics.” The numerous missions completed by Shepard and his/her crew resemble each other because … Related articles All 2 versions

Modeling Individual Differences through Frequent Pattern Mining on Role-Playing Game Actions Z Chen, MS El-Nasr, A Canossa, J Badler… – … and Interactive Digital …, 2015 – researchgate.net … The scenario contained stand- ard RPG affordances: exploration of different areas, such as the Intro House, Mine or Outside, obtaining weapons and other objects, conversing with non-player characters (NPCs) though dialog trees, performing quests or engaging in combat. … Related articles All 4 versions

Methodology For Designing Virtual Reality Applications. J Polcar, M Gregor, P Horejsi, P Kopecek – Annals of DAAAM & …, 2015 – daaam.info … The main foundation for the scripts is the state diagram. Such scripts will result in a logical engine powering the virtual world. Dialogue trees, items descriptions and all other texts that will take part in the virtual environment. The foundation of most texts is the detailed scenario. … Related articles All 2 versions

Flexible story generation with norms and preferences in computer role playing games E Booth, J Thangarajah… – … Intelligence and Games ( …, 2015 – ieeexplore.ieee.org … applicable to their scripting. For example, the NPCs are not programmed to navigate dialogue trees between each other therefore they cannot converse in any meaningful way, as some of the sanction events require. They also do … Related articles All 4 versions

Retain: A Neonatal Resuscitation Trainer Built In An Undergraduate Video-Game Class V Bulitko, J Hong, K Kumaran, I Swedberg… – arXiv preprint arXiv: …, 2015 – arxiv.org … The doctor was a non-playable character controlled Figure 3: The game interface. Figure 4: Chest compression parameter choices. by AI whose dialogue structure was implemented as a dialogue tree (BioWare, 2002a). Recorded … Related articles All 7 versions

Design of an Educational Adventure Game to teach computer security in the working environment. C D’Apice, C Grieco, L Liscio, R Piscopo – DMS, 2015 – ksiresearchorg.ipage.com … are called hotspots; hotspots can be clicked to choose the right action to apply on them (examine, use, talk to, etc.); the main character has an inventory containing objects that can be combined with each other; interactions with NPCs are done following a “Dialog Tree”, a graph … Related articles

Multimodal data collection of human-robot humorous interactions in the joker project L Devillers, S Rosset, GD Duplessis… – Affective Computing …, 2015 – ieeexplore.ieee.org … It is configured by a predefined dialog tree that specifies the text utterances, gestures and laughter that can be selected to be executed by Nao. At each node, the operator chooses the next node of dialogue to visit according to the human dialogue participant’s reaction. IV. … Cited by 10 Related articles All 11 versions

Towards robot adaptability in new situations A Boteanu, D Kent, A Mohseni-Kabir… – 2015 AAAI Fall …, 2015 – aboteanu.github.io … In Demonstration papers at HLT-NAACL 2004, 38–41. As- sociation for Computational Linguistics. Rich, C., and Sidner, CL 2012. Using collaborative dis- course theory to partially automate dialogue tree authoring. In Proc. Int. Conf. on Intelligent Virtual Agents, 327–340. … Cited by 2 Related articles All 4 versions

Engagement driven topic selection for an information-giving agent N Glas, K Prepin, C Pelachaud – Workshop on the …, 2015 – hal.archives-ouvertes.fr Page 1. Engagement driven Topic Selection for an Information-Giving Agent Nadine Glas, Ken Prepin, Catherine Pelachaud To cite this version: Nadine Glas, Ken Prepin, Catherine Pelachaud. Engagement driven Topic Selection for an Information-Giving Agent. … Cited by 5 Related articles All 10 versions

Raph Koster M Ramsay – Online Game Pioneers at Work, 2015 – Springer … We were also sent sample conversation trees. As I recall, we thought dialogue trees were a very bad idea for a large-scale virtual world simply because of the sheer workload. UO ended up with a keyword recognition system instead. Finally, we were asked for a sample quest. …

Approaching the digital courting process in Dragon Age 2 P Kelly – Game love: Essays on play and affection, 2015 – books.google.com … However, when referencing the mas- sive dialogue trees, user affinity system, and excellent voice acting, many gamers and critics alike tip their hats to BioWare in admiration, happy to indulge a fresh take on humanistic authenticity otherwise absent from videogames at large … Cited by 2 Related articles All 2 versions

iATTAC: a system for autonomous agents and dynamic social interactions–the architecture E Cebolledo, O De Troyer – Joint International Conference on Serious …, 2015 – Springer … The game uses dialogue trees for each interaction, where some branches are available based on the impression that the NPC has of the player. These impressions are determined by the player’s actions on the game. FearNot! … Cited by 1 Related articles All 4 versions

Creating an Immersive and Entertaining Game for Raising Internet Privacy Awareness A Suknot – 2015 – repository.unm.edu Page 1. i April Suknot Candidate Computer Science Department This thesis is approved, and it is acceptable in quality and form for publication: Approved by the Thesis Committee: Patrick Gage Kelley , Chairperson Lydia Tapia Joel Castellanos Page 2. ii … Related articles All 5 versions

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Romance in games: What it is, how it is, and how developers can improve it H McDonald – QED: A Journal in GLBTQ Worldmaking, 2015 – muse.jhu.edu … Mechanics-based. These respondents mentioned romance in games in terms of game mechanics, such as dialogue trees and gift-giving, which are game benefits that occur as a result of the player successfully achieving the romance. … Cited by 2 Related articles All 3 versions

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Online Games, Player Behavior E MacCallum-Stewart – The International Encyclopedia of …, 2015 – Wiley Online Library … An exception to this is the stricter regu- lation in games aimed at a younger player base. In games such as Free Realms and Club Penguin, players can sometimes only communicate by using dialogue trees, and thus player sociality can be controlled much more stringently. … Related articles

Creating practice ready, well and professional law graduates A Ferguson – 2015 – papers.ssrn.com … As such, instructions for these web conferences in future iterations referred to the preparation of ‘dialogue trees’ rather than ‘scripts’ to plan out the conversations in advance. Feedback at the subsequent debriefs was that students found this far more useful. … Cited by 1 Related articles All 5 versions

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Applying norms and preferences for designing flexible game rules E Booth, J Thangarajah… – International Journal of …, 2015 – inderscienceonline.com … For example, the NPCs are not programmed to navigate dialogue trees between each other therefore they cannot converse in any meaningful way, as some of the sanction Page 15. Applying norms and preferences for designing flexible game rules 83 events require. … Related articles All 2 versions

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