Non-Player Character & Dialog Systems


Non-Player Character

Notes:

  • Dynamic facial expression
  • Emotional agents

Resources:

Wikipedia:

References:

See also:

Best Non-Player Character Videos | eDrama (Virtual Drama)


Evaluation of the KomParse Conversational Non-Player Characters in a Commercial Virtual World. T Klüwer, F Xu, P Adolphs, H Uszkoreit – LREC, 2012 – lrec-conf.org … Abstract The paper describes the evaluation of the KomParse system. KomParse is a dialogue system embedded in a 3-D massive multiplayer online game, allowing conversations between non player characters (NPCs) and game users. … Cited by 4 Related articles All 2 versions

3d simulated interactive drama for teenagers coping with a traumatic brain injury in a parent N Habonneau, U Richle, N Szilas, JE Dumas – Interactive Storytelling, 2012 – Springer … 179 Third, the dialogs in which Frank, the main character is involved, are now clearly distinguished from the dialogs between non-player characters (see Figure 2). In the previous version of TBI-SIM, all dialogs were … 2. Comparison between the older and the new dialog system … Cited by 8 Related articles All 8 versions

An easy to author dialogue management system for serious games D Mori, R Berta, A De Gloria, V Fiore… – Journal on Computing …, 2013 – dl.acm.org … General Terms: Algorithms, Design Additional Key Words and Phrases: Serious games, conversational agents, dialogue systems, nonplayer character … the automatic management of dialogues between the user and the computer- controlled Non-Player Characters (NPC), which … Cited by 10 Related articles

Constructing Virtual Role-Play Simulations WL Johnson – … for Adaptive Intelligent Tutoring Systems: Authoring …, 2015 – researchgate.net … The non-player character then responds to the learner’s choice, and the system gives feedback on that choice. … Questioning authoring tool to create the first character, Hassan, after which two subject matter experts without previous experience building dialogue systems used the … Cited by 2

Getting a word in: adding artificial pauses to natural language interaction S Sali, R Liu, N Wardrip-Fruin, M Mateas… – Proceedings of the …, 2012 – dl.acm.org … Façade’s 3D world, it also means that the players came in with a bias toward current design conventions for non-player character interaction … In this study, we explored different pacing options that can be employed in NLU dialogue systems in games and their effects on gameplay … Related articles

Disciplinary integration of digital games for science learning DB Clark, P Sengupta, CE Brady… – International Journal of …, 2015 – Springer … developed and studied, SURGE Classic, takes places in an outer-space environment (Figure 1). Students use the arrow keys to navigate a rocket-powered spaceship (piloted by the ‘Surge’ avatar) around barriers and through corridors in search of non-player characters in need … Cited by 2 Related articles All 4 versions

Effects of Narrative Structure and Salient Decision Points in Role Playing Games C Moser, X Fang – 2012 – aisel.aisnet.org … structure operationalized by decision points, usually during dialogue, and a ‘karma-system’ which allows the game-world and non- player characters to respond intelligently to patterns in player choices. The game also features a paraphrased dialogue system (Bissel, 2010 … Related articles All 2 versions

The Architecture of the Systems Engineering Experience Accelerator JP Wade, G Kamberov, DA Bodner… – INCOSE International …, 2012 – Wiley Online Library … Non-Player Character Module (NPCM) The Non-Player Character Module (NPCM) consists of the NPC Engine, Artifacts, and the NPC Library and … was deemed too difficult to implement at this time, they are instead modeled using a hub-and-spoke dialogue system, where each … Cited by 4 Related articles All 5 versions

A tabletop interactive storytelling system: Designing for social interaction T Alofs, M Theune, I Swartjes – International Journal of Arts …, 2015 – inderscienceonline.com … research interests include natural language generation, multimodal information presentation, embodied conversational agents and other natural language dialogue systems. … He also investigates the use of AI models for dialogues with non-player characters and especially their … Cited by 2

Dialogue Management in Spoken Dialogue System with Visual Feedback W Ge, B Xu – PRICAI 2014: Trends in Artificial Intelligence, 2014 – Springer … Spoken dialogue systems (SDS) are software systems designed with the pur- pose to communicate with users via natural language. … [5] describes an architecture for a DM system to be employed in serious games for natural language interaction with non-player characters. … Related articles

Serious game evaluation as a meta-game L Hall, SJ Jones, R Aylett, M Hall… – … and Smart Education, 2013 – emeraldinsight.com … For example, Rojas?Barahona et al. (2012) review a method for evaluating two state?of?the? art dialogue systems developed to support … Similarly Rankin et al. (2008) discuss the development of a game plug?in prototype consisting of non?player characters or NPCs capable of … Cited by 4 Related articles All 7 versions

Automating the mentor in a serious game: A discourse analysis using finite state machines B Morgan, F Kehtkar, A Graesser, D Shaffer – HCI International 2013- …, 2013 – Springer … Players conduct a virtual site visit to learn about the issues their Non-Player Character (NPC) stakeholders care about. … Rus, V., Moldovan, C., Witherspoon, A., Graesser, AC: Automatic Identification of Speakers’ Intentions in A multi-Party Dialogue System. … Cited by 3 Related articles

iATTAC: A System for Autonomous Agents and Dynamic Social Interactions–The Architecture E Cebolledo, O De Troyer – Serious Games, 2015 – Springer … Role Playing Games (RPG) are the ones with the biggest amount of so- cial interactions; these games contain Non-Player Characters (NPCs, agents, or … To deal with such kind of games, we aimed at developing an intelligent dialog system for NPCs that can support the type of … Related articles All 4 versions

Glengarry Glen Ross: Using BDI for Sales Game Dialogues. TJ Muller, A Heuvelink, K van den Bosch, I Swartjes – AIIDE, 2012 – musicweb.ucsd.edu … It is key to create Non-Player Characters (NPCs) that are recog- nizable and react in a consistent manner to player actions, taking into account their personality … Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System. … Cited by 6 Related articles All 9 versions

Constructing Virtual Role-Play Simulations L Johnson – … for Intelligent Tutoring Systems: Authoring Tools …, 2015 – books.google.com … The non-player character then responds to the learner’s choice, and the system gives feedback on that choice. … Questioning authoring tool to create the first character, Hassan, after which two subject matter experts without previous experience building dialogue systems used the …

Affective Game Dialogues M Lankes, T Mirlacher – Advances in Computer Games, 2012 – Springer … Several attempts have been made to enhance dialogue systems in regard to the presentation and type of interaction. A majority of these approaches in games utilizes a limited number of textual answers displayed when interacting with Non Player Characters (NPCs). … Related articles All 4 versions

Affect and Social Processes in Online Communication–Experiments with an Affective Dialog System M Skowron, M Theunis, S Rank… – … , IEEE Transactions on, 2013 – ieeexplore.ieee.org … in Online Communication – Experiments with an Affective Dialog System Marcin Skowron, Mathias Theunis, Stefan Rank, and Arvid Kappas … Studies in human interaction from psychology and communication inform the design of dialog systems on the one hand. … Cited by 8 Related articles All 10 versions

Coordinating Dialogue Systems and Stories through Behavior Composition S Cianciulli, D Riccardelli, S Vassos – Computer Games, 2014 – Springer … In this work we employ the AI method of behavior composition to facilitate interactive storytelling through a dialogue system. … machines (FSMs), which are variants of transition systems, are a popular model for specifying the reactive behavior of non-player characters (NPCs) in … Related articles All 3 versions

Grammatical error correction based on learner comprehension model in oral conversation K Lee, S Ryu, PH Seo, S Kim… – … Workshop (SLT), 2014 …, 2014 – ieeexplore.ieee.org … English Study (POMY)1, a dialog-based language learning system in which learners speak in a game-like environment and talk with non-player characters to complete the given missions. POMY uses automatic speech recognition (ASR) and a spoken dialog system technique. … Related articles

POSTECH Immersive English Study (POMY): Dialog-Based Language Learning Game LEE Kyusong, SO Kweon, LEE Sungjin… – … on Information and …, 2014 – search.ieice.org … 5.1 Dialog Management In POMY, users have to ask directions in a path-finding mis- sion by talking with Non player characters. Learners can ini- tiate any dialog they desire. These types of dialog are differ- ent from traditional task-oriented dialog systems. … Cited by 1 Related articles All 6 versions

Models for Story Consistency and Interestingness in Single-Player RPGs P Lankoski – Proceedings of International Conference on Making …, 2013 – dl.acm.org … Ordinal regression was used to analyze the collected data. The study posits that dialogue system, ro- mance, moral choice, appearance customization, and sup- port for different play styles relate to story evaluation. … Friendship modeling: non-player-character–player- character … Related articles All 2 versions

Veerkracht 2.0 R Kortmann, E van Daalen, I Mayer… – Frontiers in Gaming …, 2014 – Springer … Interaction with virtual, non-player characters (NPCs) in games is often disappoin- tingly limited and meaningless: in many games players do not feel … They enjoyed reverse engineering the dialogue system, but were not en- couraged to practice feedback and motivation skills. … Related articles All 5 versions

Automating Direct Speech Variations in Stories and Games SM Lukin, JO Ryan, MA Walker – Tenth Artificial Intelligence and …, 2014 – users.soe.ucsc.edu … Stephanie M. Lukin and James O. Ryan and Marilyn A. Walker Natural Language and Dialogue Systems Lab University of California, Santa … we aim to explore the potential of applying this approach to games with expansive open worlds with non-player characters (NPCs) who … Cited by 2 Related articles All 2 versions

Cognitively motivated episodic memory for a virtual guide F Rabe, I Wachsmuth – ICAART 2012-Proceedings of the 4th …, 2012 – pub.uni-bielefeld.de … Brom et al. proposed a that virtual characters need a “full episodic memory” and implemented it for a non-player character of a computer role-playing game. … In Proceedings of the 2010 Work- shop on Companionable Dialogue Systems, pages 1– 6, Uppsala, Sweden. ACL. … Cited by 4 Related articles All 3 versions

Unveiling California History Through Serious Games: Fort Ross Virtual Warehouse N Lercari, M Mortara, M Forte – Games and Learning Alliance, 2014 – Springer … In CM user meets 11 historically accurate Non Player Characters (NPCs) and interact with them through a text-based dialog interface. … Voice recordings or text-to-speech technique could help to improve the dialog system or make it easier for young users to follow the narrative. … Related articles

Using Behavior Objects to Manage Complexity in Virtual Worlds M ?erný, T Plch, M Marko, J Gemrot… – arXiv preprint arXiv: …, 2015 – arxiv.org … Virtual Worlds Martin ?Cerný, Tomáš Plch, Matej Marko, Jakub Gemrot, Petr Ondrácek, Cyril Brom Abstract—The quality of high-level AI of non-player characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. …

How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based Games J Tanenbaum – Proceedings of DiGRA, 2013 – researchgate.net … a close, and with the widespread adoption of 3D graphics, first- person points of view, AI controlled enemies and Non Player Characters (NPCs), the … Case Study: Mass Effect A simple example of this can be found in the dialogue system in the Mass Effect Trilogy (BioWare, 2007 … Cited by 1 Related articles All 3 versions

Training conflict management in a collaborative virtual environment K Emmerich, K Neuwald, J Othlinghaus… – Collaboration and …, 2012 – Springer … One prominent exam- ple, the interactive story Façade [12], for instance, is built around the idea of a com- pletely unrestricted dialogue system, essentially granting the players the opportunity to communicate with non-player characters as they would with people in real life. … Related articles All 5 versions

From here to AGI: A roadmap to the realization of human-level artificial general intelligence B Goertzel, G Yu – Neural Networks (IJCNN), 2014 International …, 2014 – ieeexplore.ieee.org … has research funding from the Hong Kong govern- ment, aimed at creating a toolkit enabling OpenCog- controlled non-player characters to be … government grant has been obtained to support extension of this work toward the creation of an OpenCog dialogue system, in the … Related articles

Embodied conversational agent avatars in virtual worlds: Making today’s immersive environments more responsive to participants JF Morie, E Chance, K Haynes, D Rajpurohit – Believable Bots, 2012 – Springer … systems. Most of these AI resources were allocated to the behaviours of non-player characters, including rudimentary player interaction and simple pathing algorithms [31]. However, a few AI characters had “starring” roles. The … Cited by 4 Related articles All 4 versions

Serious Game Development for Educators-A Serious Game Logic and Structure Modeling Language N Thillainathan, JM Leimeister – EDULEARN14 Proceedings, 2014 – pubs.wi-kassel.de … Technically there have to a facility to show text in the game, a dialog system for NPC interaction and an event handling system. The derived requirement is: … This can be humans, animals or any other living beings representing a Non Player Character (NPC). … Cited by 1 Related articles All 4 versions

Realistic Dialogue Engine for Video Games CM Rose – 2014 – ir.lib.uwo.ca … 2 video-game AI to accomplish this goal, non-player characters must have the illusion of being intelligent [7]. That is, they must be believable agents. … system? • Is it possible to create a general-purpose conversation system that could be used in several different video games? … Cited by 1 Related articles

Rich socio-cognitive agents for immersive training environments: case of NonKin Village BG Silverman, D Pietrocola, B Nye, N Weyer… – Autonomous Agents and …, 2012 – Springer … For this to work, one needs to have an assessment system with metrics provided by training developers and that can access and assess model parameters to discover what the NPCs (non-player characters) think of the player’s behavior. All of these diverse components 123 … Cited by 18 Related articles All 5 versions

Toward Narrative Schema-Based Goal Recognition Models for Interactive Narrative Environments A Baikadi, JP Rowe, BW Mott… – … : Papers from the 2012 …, 2012 – musicweb.ucsd.edu … understanding, plan recognition is used to infer characters’ goals from their actions (Charniak and Goldman 1993); in dialogue systems, it supports … The events themselves are conveyed by actions performed by the player and non- player characters in the virtual environment. … Cited by 1 Related articles All 3 versions

Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap–Year 2 S Ramanathan, A Sundaram, B Cox, V Simonetti… – 2012 – sercuarc.org … 1. Update Documentation and Planning 2. Prototype Development: 2.1. Experience Accelerator Technology: Presentation Engine, Experience Master, Challenge Control and Non-Player Character (NPC) Engine 2.2. Simulation Engine 2.3. … Related articles All 3 versions

Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap W Watson – 2012 – … .mannadesignworks.netdna-cdn. … … 1. Update Documentation and Planning 2. Prototype Development: 2.1. Experience Accelerator Technology: Presentation Engine, Experience Master, Challenge Control and Non-Player Character (NPC) Engine 2.2. Simulation Engine 2.3. … Related articles All 4 versions

Player attitudes to avatar development in digital games: an exploratory study of single-player role-playing games and other genres RD Gough – 2013 – dspace.lboro.ac.uk … ME Mass Effect ME2 Mass Effect 2 MMO Massively Multiplayer Online MMORPG Massively Multiplayer Online Role-Playing Game NPC Non-player character PC Personal Computer PS PlayStation PVP Player versus Player RPG Role-Playing Game RTS Real-Time Strategy … Cited by 1 Related articles All 2 versions

Lessons learnt from contextualized interactive story driven development methodology MF Oliveira, H Duin – Serious Games Development and Applications, 2012 – Springer … trust game mechanic associated to non-player characters Page 10. 144 MF Oliveira and H. Duin shows the specification of the communication game model, which shows the algo- rithm of how a NPC derives a response (answer) for a given sentence in the dialog system. … Related articles All 5 versions

The art and science of developing intercultural competence AM Watson, EA Surface – Adaptive technologies for training and …, 2012 – books.google.com … they will need in their encounters with the Afghan people. As shown in Figure 14.1, trainees can prac- tice their skills in encounters with Afghan non-player characters. In this example, the learner plays an American small-unit … Cited by 7 Related articles

Towards a Game-Chatbot: Extending the Interaction in Serious Games P Van Rosmalen, J Eikelboom, E Bloemers… – 2012 – dspace.ou.nl … e-learning of interactive online characters (Reeves, 2004), the use of virtual characters or so-called Non Player Characters (NPC) still … 3. Chatbots Chatbots (also known as eg virtual assistants, conversational agents, virtual agents, dialogue systems) have been around for over … Related articles All 12 versions

Building virtual guides for virtual worlds L Benotti, A Denis – Human-Computer Interaction, Tourism and Cultural …, 2012 – Springer … Virtual guides can be used in several applications, ranging from guides or trainers in simulated worlds to non player characters for virtual … In: IJCAI Workshop on Knowledge and Reasoning in Practical Dialogue Systems, Hyderabad, India (2007) 3. Gargett, A., Garouffi, K., Koller … Related articles All 4 versions

Activity in Context-Planning to Keep Learners ‘in the Zone’ for Scenario-based Mixed-Initiative Training A Tate – MSc in e-Learning Dissertation, Moray House School …, 2012 – atate.org … 37 11.1 Non-Player Character (NPC) Technology 37 … The themes have been summarised in a report for the AI in Education (AIED) community by Underwood and Luckin (2011) as Agents, Collaborative Learning, Dialogue Systems, Narrative and Games, Pedagogic Strategies … Cited by 1 Related articles All 5 versions

Embodied Agent or Master of Puppets: Human in Relation with his Avatar M Wo?niak – Beyond Artificial Intelligence, 2013 – Springer … Embodied Conversational Agents like GRETA (and most of the Non-Player Characters in computer games) aim to become as realistic as … In: van Kuppevelt, J., Dybkjaer, L., Bernsen, N. (eds.) Natural, Intelligent and Effective Interaction with Multimodal Dialogue Systems, pp. … Cited by 1 Related articles All 10 versions

Representing Game Dialogue as Expressions in First-Order Logic KFJ Wheeler – 2013 – ir.lib.uwo.ca … explicitly). Linear dialogue, therefore, is the least dynamic, and perhaps the most believable of existing dialogue systems. 2.3.2 Stitching … chine. Each node represents a line of dialogue that a non-player character says to the player, … Cited by 2 Related articles

Representing Game Dialogue As Expressions In First-Order Logic (Thesis format: Monograph) K Wheeler – 2013 – dl.frz.ir … explicitly). Linear dialogue, therefore, is the least dynamic, and perhaps the most believable of existing dialogue systems. 2.3.2 Stitching … chine. Each node represents a line of dialogue that a non-player character says to the player, … Related articles All 2 versions

A data-driven passing interaction model for embodied basketball agents D Lala, T Nishida – Journal of Intelligent Information Systems, 2015 – Springer … Within this domain, we propose that the majority of embod- ied agents can be divided into two categories. The first are non-player characters (NPCs) which exist in video games. … (Clark et al. 2001) and (Schultz et al. 2003) adopted JAT as the basis for a spoken dialogue system. …

A thief among us: the use of finite-state machines to dissect insider threat in cloud communications SM Ho, H Lee – Journal of Wireless Mobile Networks, Ubiquitous …, 2012 – researchgate.net Page 1. Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications, volume: 3, number: 1/2, pp. 82-98 82 A Thief among Us: The Use of Finite-State Machines to Dissect Insider Threat in Cloud Communications … Cited by 9 Related articles All 2 versions

Toward a computational model of social relations for artificial companions F Pecune – Affective Computing and Intelligent Interaction (ACII …, 2013 – ieeexplore.ieee.org … [13] T. Bickmore and J. Cassell, “Social dialogue with embodied conversational agents,” in Advances in natural multimodal dialogue systems vol.30, 2005, pp. 23-54. … [40] M. Ochs, N. Sabouret and V. Corruble, “Simulation of the dynamics of Non-Player Characters’ emotions and … Cited by 2 Related articles All 5 versions

Artificial Emotion Simulation Techniques for Intelligent Virtual Characters V Lungu, B Sc – 2012 – aimas.cs.pub.ro … The DEEP project specifically designed this model to be used in the video game industry to improve the believability of Non-Player Characters. … The model has been implemented in Java as a tool for game designers to simulate the impact of a scenario on non player characters. … Cited by 1 Related articles

Toward a deeper understanding of branching dialogue systems LC Taylor-Giles – 2014 – eprints.qut.edu.au … first-hand look at a game writer’s unedited creative process and the methods by which greater interactivity with non-player characters may be achieved. Page 4. Leanne C. Taylor-Giles — Understanding Branching Dialogue Systems 4 – Creative Industries, QUT Contents … Related articles

Evaluating the Perception of Personality and Naturalness in Computer Generated Utterances C McCormick – 2012 – scss.tcd.ie … The aim of this research is to assess how well a natural language generation system could perform as the natural language generation component of a dialogue system for non-player characters in a computer game. Primarily, the system will be evaluated … Related articles All 3 versions

Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap J Wade, W Watson, D Bodner, G Kamberov, R Turner… – 2013 – DTIC Document Page 1. Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap Final Technical Report SERC-2013-TR-016-3 December 31, 2013 Principal Investigator -Dr. Jon Wade, Stevens Institute of Technology … Related articles All 8 versions

Interactive systems and affective science S Mayr – 2012 – othes.univie.ac.at … born: “[P]lacing the audience member as an interacting char- acter within the drama (as an interactor), creating expres- sive and relatively independent non-player characters (NPCs) within the same environment, and guiding the higher level … Related articles All 2 versions

Playing with words: From intuition to evaluation of game dialogue interfaces S Sali – 2012 – escholarship.org … DIALOGUE IN TASK-BASED SYSTEMS ….. 7 DIALOGUE SYSTEMS FOR VIRTUAL AND BELIEVABLE AGENTS….. 9 DIALOGUE SYSTEMS IN GAMES AND INTERACTIVE STORIES ….. 11 … Cited by 3 Related articles All 4 versions

Dialogue Management based on Multi-domain Corpus W Ge, B Xu – 16th Annual Meeting of the Special Interest Group on …, 2015 – aclweb.org … (Thomson, 2010) introduces a new POMDP-based framework for building spoken dialogue systems by using … describes an architecture for a di- alogue management system to be employed in se- rious games for natural language interaction with non-player characters.(Young et …

Social talk capabilities for dialogue systems T Klüwer – 2015 – universaar.uni-saarland.de … Social Talk Capabilities for Dialogue Systems Tina Klüwer T in a K lü w e r S o cia l Ta lk C a p a b ilitie … Page 2. Tina Klüwer Social Talk Capabilities for Dialogue Systems universaar Universitätsverlag des Saarlandes Saarland University Press Presses Universitaires de la Sarre … Related articles All 2 versions

Creating an Immersive and Entertaining Game for Raising Internet Privacy Awareness A Suknot – 2015 – repository.unm.edu … Page 25. 17 Personal scores include: individual non-player character scores maintained for several main characters in the game and representing Sydney’s reputation with them, as … sentimental responses in one panel. For the non-player character to which Sydney is …

Motivations for a generalized intelligent framework for tutoring (gift) for authoring, instruction and analysis RA Sottilare, HK Holden – AIED 2013 Workshops Proceedings, 2013 – ceur-ws.org … eg, feedback and scenario changes) which are passed back to the game to initiate actions (eg, non-player character provides feedback or … Artificial Intelligence in Edu- cation 2003 Workshop Proceedings on Tutorial Dialogue Systems: With a View Toward the Classroom (pp. … Cited by 8 Related articles All 5 versions

From Specialized Syntax to General Logic: The Case of Comparatives R Lian, R Solomon, A Belayneh, B Goertzel… – Artificial General …, 2015 – Springer … This comprehension system is being utilized within prototype applications in multiple areas including a non-player character in a video game, a … work remains before we have a generally robust compre- hension system capable for use in a wide variety fo dialogue systems. …

Implementation of Character Controls and Combat System in the Action Adventure ‘Scout COD’ realized with Unity 3D S Stumfol, V Sanger – 2014 – opus.hs-offenburg.de … artists and designers. This includes 3D modeling, texturing and animation (for characters and environment), graphics for graphical user interfaces (GUI), sound design and texts (menu, dialogue system, tips, etc.). Afterwards, all … Related articles All 2 versions

Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction J Pereira – Cases on Digital Game-Based Learning: Methods, …, 2013 – books.google.com … Noted narratolo- gist Marie-Laure Ryan (2006, p. 128) describes IF as “a dialogue system in which the user, manipulating a character, interacts … length of time necessary to finish the game, size and layout of the geographic space, ex- istence of non-player characters (NPCs) and … Cited by 3 Related articles All 3 versions

Patient’s Chatting Mechanism Serious Game for Internal Medicine Practice S Lee Sim – 2013 – umpir.ump.edu.my … dialogue system. Typically, this type interaction is done between human and interactive online characters, the use of virtual characters or so-called Non Player Characters through the support of Natural Language Processing (NLP). In order for …

Branching Dialogue System Development: Harnessing the Power and Complexity of Verbal Communication in Digital Games and Simulation B Hennigan – Diss. University of Texas at Dallas, 2012 – bradhennigan.com … Page 4. iv BRANCHING DIALOGUE SYSTEM DEVELOPMENT: HARNESSING THE POWER AND COMPLEXITY OF VERBAL COMMUNICATION … A central reason is that story-immersive games rely on dialogue between the player character and non-player characters (NPCs). … Related articles

[BOOK] Immersion in a Virtual World: Interactive Drama and Affective Sciences M Simon, S Mayr – 2014 – books.google.com … The basic design philosophy of interactive drama was born: “[P]lacing the audience member as an interacting char- acter within the drama (as an interactor), creating expres- sive and relatively independent non-player characters (NPCs) within the same environment, and … Related articles All 2 versions

Game Based Language Learning for Bilingual Adults H Hautopp, T Hanghøj – ECGBL2014-8th European Conference …, 2014 – books.google.com … quizzes of various types which prepare the students to enter simulated dialogues of everyday life with non?player characters (NPC) in … W., Kole, S., Ghijsen, M., van Welbergen, H.(2004)“Generating Socially Appropiate Tutorial Dialog”, Affective Dialogue Systems?Lecture … Related articles All 4 versions

Sustainable Global Manufacturing H Duin, G Cerinsek – 2012 – reachyourtarget.org … and advises the player to do so. He also urges the other managers to support him. The CEO and the other managers are non-player characters who are driven by the game engine. After the meeting finishes, the player, who … Related articles

Emotional agents-state of the art and applications M Ivanovi?, Z Budimac, M Radovanovi?… – Computer Science …, 2015 – doiserbia.nb.rs … In another approach [10] the authors believe that intelligent agents or non-player characters (NPCs) in human interaction scenarios are required to react in ways that are Page 4. 4 Mirjana Ivanovi? et al. consistent to the training scenario. …

“Contextually” speaking: A survey of pragmatic learning abroad, in class, and online N Taguchi – System, 2015 – Elsevier In order to acquire pragmatic competence, learners must have access to the target language input and opportunities for pragmatic practice. Over the last three d. Cited by 2 Related articles All 3 versions

Remaking as Revision of Narrative Design in Digital Games T? Sezen – Interactive Digital Narrative: History, Theory and …, 2015 – books.google.com … The authors wanted to understand “how different dialogue systems affect how players experience the story and how their interaction patterns change”(Sali and Mateas, 2011, p. 285). They note several important dif- ferences. … Related articles

Dynamic facial expression of emotion made easy J Broekens, C Qu, WP Brinkman – arXiv preprint arXiv:1211.4500, 2012 – arxiv.org … Entertainment value can be increased using affective abilities, for example by making a virtual character in a game (aka NPC, non-player character) more flexible with regards to their behavior as well as react in more human-like ways (Hudlicka, 2008; Hudlicka & Broekens, 2009 … Cited by 5 Related articles All 5 versions

Shattered Sky: An Exploration in Rising Drama H Fletcher – 2012 – wpi.edu … actual conversations and dialogue between the player and NPC’s. In order to accomplish the dialogue in-game, we used a modified dialogue system found online. Dialogue Engine Although there are other actions that the player can take during the game, the primary … Related articles All 2 versions

Between play and design: the emergence of hybrid-identity in single-player videogames K Boudreau – 2012 – papyrus.bib.umontreal.ca Page 1. Page 2. Université de Montréal Between Play and Design : The Emergence of Hybrid-Identity in Single-Player Videogames par Kelly Boudreau Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences … Cited by 2 Related articles

Experiencing Games: A study in how children experience games and how this is related to gender F Borgman – 2014 – diva-portal.org … presents the core combat- and stealth-based gameplay late in the game where the player stealthily moves in the tropical undergrowth and kills his non-player character foes with firearms. 3. Deus Ex: Human Revolution (2011) This video presents the dialogue system of the … Related articles All 2 versions

Elements in games for virtual heritage applications H Granström – 2013 – diva-portal.org … Dialogue 5.1.3 Dialogue is the verbal communication between two or more people, or in virtual heritage applications typically between the player and a non-player character (NPC), ie an artificially intelligent or otherwise pre-programmed virtual character which is not controlled … Cited by 1 Related articles All 3 versions

To construct believable flow and nuanced dialogues in a BDI framework: An architecture for the development of interactive narratives D Isaacs Paternostro – 2015 – dspace.library.uu.nl Page 1. To construct believable flow and nuanced dialogues in a BDI framework An architecture for the development of interactive narratives A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (MSc), 45 ECTS March 6, 2015 Student: …

Computer-generated Dialogues through Sequential Pattern Mining E Broersma – 2012 – dspace.library.uu.nl … An important part of a lot of game worlds are their virtual inhabitants: non-player characters or NPCs. … by using speech acts as an abstraction of dialogue utterance we gain a compu- tational advantage which is favourable when trying to implement a functional dialogue system. … Related articles All 3 versions

Collective artificial intelligence: simulated role-playing from crowdsourced data JD Orkin – 2013 – dspace.mit.edu … world, just as physical action can. The implication is that players can affect the simulated world and the story through social role-playing interactions with Non-Player Characters (NPCs). Interleaved fluidly with physical interaction … Cited by 2 Related articles All 7 versions

A critical analysis of the game Heavy Rain as a successful representation of the contemporary cyberdrama C Stead – 2013 – mobile.wiredspace.wits.ac.za Page 1. A Critical Analysis of the game Heavy Rain as a Successful Representation of the Contemporary Cyberdrama. Christopher Stead 579154 M.Arts, Wits School of Arts Supervisor: Hanli Geyser Page 2. 2 Abstract Traditional … Related articles All 2 versions

Getting Started with Unity 5 E Lavieri – 2015 – file.allitebooks.com … 155 Other assets 155 Scaling projects 155 Development concepts 156 Cross-platform considerations 156 Plugins 156 Attribution 157 Advanced topics 157 Particle systems 157 Inventory control systems 159 Dialog systems 159 Summary 160 Index 161 Page 12. [ v ] Preface …

The future of tabletop games G Borenstein – 2015 – dspace.mit.edu … Page 18. 18 If players choose to drop the gun instead of firing they hold still on their current square until the next round. Non-player characters (NPCs) who land on a gun square also pick up guns and hold for a turn, but do not fire. If a player finds themselves on the same …

Humour in Video Games: Play, Comedy, and Mischief AM Grönroos – 2013 – aaltodoc.aalto.fi … 43 3.2.2 Non-Player Characters….. 44 … the shooters scoring this high is surprising. Some shooter reviews mentioned the dialogue between the non-player characters and the ragdoll physics. There being this many humorous … Cited by 4 Related articles

PRESTK: situation-aware presentation of messages and infotainment content for drivers C Endres – 2013 – scidok.sulb.uni-saarland.de Page 1. PRESTK: Situation-Aware Presentation of Messages and Infotainment Content for Drivers Dissertation zur Erlangung des Grades Doktor der Ingenieurwissenschaften (Dr.-Ing.) der Naturwissenschaftlich-Technischen Fakultät I der Universität des Saarlandes … Cited by 5 Related articles All 3 versions

Digital Structures and the Future of Online Leadership M Wolfenstein – … Realities, and Virtual Worlds: Assessing Future …, 2012 – books.google.com … Players in these virtual worlds create fantasy characters for themselves (often referred to as player avatars), take on quests from various pre-programmed “non-player” characters in the game, create in-game goods which can be used or traded to other players, fight virtual … All 3 versions

Game and Learning Alliance S Arnab, S de Freitas, F Bellotti, T Lim, I Stanescu… – 2012 – galanoe.eu Page 1. GALA Game and Learning Alliance The European Network of Excellence on Serious Games Deliverable n. 2.2 WORK PACKAGE NUMBER WP 2 TASK NUMBER TC2.10 DELIVERABLE NUMBER 2.2 DELIVERY DATE 30/09/2012 TASK LEADER COVUNI … Related articles All 2 versions

Shared Mental Models of Cognition for Intelligent Tutoring of Teams JD Fletcher, RA Sottilare – Design Recommendations for Intelligent …, 2013 – eduworks.com … attain instructional objectives. Because of their dynamic qualities, they are particularly suited to tutorial dialogue systems that must generate instructional and problem solving guidance on demand, in real time. Development of … Cited by 4 Related articles All 8 versions

Scaffolding Made Visible AM Olney – Design Recommendations for Intelligent Tutoring …, 2014 – books.google.com … com/doi/pdf/10.1207/s15327809jls1303_6 Person, NK & Graesser, AC (2003). Fourteen facts about human tutoring: Food for thought for ITS developers. In AIED 2003 Workshop Proceedings on Tutorial Dialogue Systems: With a view toward the classroom (pp. 335-344). … Related articles All 7 versions

LUP: A Language Understanding Platform PJ dos Reis Mota – 2012 – algos.inesc-id.pt … tests. However, in the context of a Dialogue System, there is a set of possible interactions to which … Page 35. 2.2. NATURAL LANGUAGE UNDERSTANDING AS CLASSIFICATION 15 task is far from trivial, since there are many sources of uncertainty in Spoken Dialogue Systems, … Cited by 1 Related articles All 3 versions

HQ-DoG: Hierarchical q-learning in domination games A Taylor – 2012 – ai.uga.edu … As attention shifts from graphical fidelity to realistic behavior and gameplay, more advanced AI techniques will have to be implemented. One of the techniques gaining notice is the use of agents to control non-player characters (NPCs). This thesis employs a hierarchical … Cited by 1 Related articles All 7 versions