Notes:
A dialog tree, also known as a conversation tree, is a gameplay mechanic that is used in many adventure games and role-playing video games to allow players to interact with non-player characters (NPCs) through branching dialogues.
In a dialog tree, the player is presented with a series of choices for what to say to the NPC, and each choice leads to a different response or conversation branch. The player can choose from a variety of responses, and the NPC’s response will depend on the player’s choice. This allows for a more interactive and dynamic form of character interaction, as the player can shape the conversation and the direction of the game through their choices.
Certain video game genres, such as visual novels and dating sims, rely heavily on dialog trees and branching dialogues as a key gameplay mechanic. These games often involve complex storylines and character interactions, and dialog trees allow players to make choices and shape the direction of the game through their interactions with NPCs.
- Branching story editor is a tool or software program that allows users to create and edit branching storylines or dialogues, which involve multiple paths or choices that can lead to different outcomes. Branching story editors are often used in the creation of interactive media, such as video games, visual novels, and branching narratives, and allow users to create complex and dynamic storylines that can adapt to the choices of the player or user.
- Branching dialog, also known as branching dialogue, refers to a type of dialog or conversation that involves multiple paths or choices that can lead to different outcomes. Branching dialog is often used in interactive media, such as video games and visual novels, to allow players or users to shape the direction of the story or conversation through their choices.
- Conversation tree, also known as a dialog tree or dialogue tree, is a gameplay mechanic that is used in many adventure games and role-playing video games to allow players to interact with non-player characters (NPCs) through branching dialogues. In a conversation tree, the player is presented with a series of choices for what to say to the NPC, and each choice leads to a different response or conversation branch. This allows for a more interactive and dynamic form of character interaction, as the player can shape the conversation and the direction of the game through their choices.
- Dialogue tree, also known as a dialog tree or conversation tree, is a gameplay mechanic that is used in many adventure games and role-playing video games to allow players to interact with non-player characters (NPCs) through branching dialogues. In a dialogue tree, the player is presented with a series of choices for what to say to the NPC, and each choice leads to a different response or conversation branch. This allows for a more interactive and dynamic form of character interaction, as the player can shape the conversation and the direction of the game through their choices.
- Emotion engine is a software system or algorithm that is designed to simulate or model emotions in virtual characters or agents. Emotion engines are often used in artificial intelligence, natural language processing, and robotics to allow virtual characters or agents to express and respond to emotions in a more human-like manner. Emotion engines can be used to improve the believability and interactivity of virtual characters or agents, and can be implemented in a variety of applications, such as virtual assistants, video games, and social robots.
Resources:
Wikipedia:
References:
- Spatial Auditory Human-Computer Interfaces (2015)
- The Game Narrative Toolbox (2015)
- A Defeasible Logic Programming-Based Framework to Support Argumentation in Semantic Web Applications (2014)
- Immersion in a Virtual World: Interactive Drama and Affective Sciences: Interactive Drama and Affective Sciences (2014)
See also:
100 Best Decision Tree Videos | Conversation Trees 2019 | Grammar Trees & Dialog Systems
Generating dialogue agents via automated planning
A Botea, C Muise, S Agarwal, O Alkan, O Bajgar… – arXiv preprint arXiv …, 2019 – arxiv.org
… automated planning. State-of-the-art dialogue systems typically can fall into two categories, dialogue trees and conversation learn- ers. ELIZA is a first dialogue system that used dialogue trees (Weizenbaum 1966). In ELIZA …
Planning for Goal-Oriented Dialogue Systems
C Muise, T Chakraborti, S Agarwal, O Bajgar… – arXiv preprint arXiv …, 2019 – arxiv.org
… In this work, we propose a paradigm shift in the creation of goal-oriented complex dialogue systems that dramatically eliminates the need for a designer to manually specify a dialogue tree, which nearly all current systems have to resort to when the interaction pattern falls …
MAi: An Interface for Declarative Specification of Goal-Directed Dialogue Agents
T Chakraborti, C Muise, S Agarwal, LA Lastras… – icaps19.icaps-conference.org
… Our work proposes a paradigm shift in bot design by adopting a declarative ap- proach which composes the full dialog tree automatically. This allows the designer to construct complex dialogue agents from scratch and interact with them in a matter of hours …
MAi: An Intelligent Model Acquisition Interface for Interactive Specification of Dialogue Agents
T Chakraborti, C Muise, S Agarwal… – Proceedings of the AAAI …, 2019 – aaai.org
… build (Sreedhar 2018). The process usually requires domain experts to sit down with engineers to construct complex interaction patterns in the form of explicit dialogue trees. This process quickly becomes intractable. Existing end …
A Dialogue Intervention Simulation Framework to Facilitate Psychotherapy Training
K Wilcocks, B Kapralos, A Kalpin… – 2019 IEEE 23rd …, 2019 – ieeexplore.ieee.org
… The framework includes a virtual patient creation module with a customizable dialogue tree, and an auto- generated audio system for the dialogue … A. Dialogue Tree The dialogue tree is created by inserting nodes into a blank canvas …
Comparative Analysis of Approaches to Building Medical Dialog Systems in Russian
A Vatian, N Dobrenko, N Andreev… – … on Intelligent Data …, 2019 – Springer
… 2 Background and Related Works. The practice of modern chatbot developers [9, 10, 11] allows selecting the following basic artifacts that determine the processing of each utterance and the dialog as a whole: intent, entity, and dialog tree …
Representing definable functions of HA? by neighbourhood functions
T Kawai – Annals of Pure and Applied Logic, 2019 – Elsevier
… Instead, we internalise in HA ? the dialogue tree interpretation of Gödel’s system T due to Escardó (2013) … MSC. 03F55. 03F50. 03F10. 03D65. Keywords. Intuitionistic mathematics. Bar induction. Neighbourhood functions. Dialogue trees. 1. Introduction …
Towards expressive input for character dialogue in digital games
N Junius, M Mateas, N Wardrip-Fruin – Proceedings of the 14th …, 2019 – dl.acm.org
… When games featuring real-time, spatial gameplay want to have narrative moments, they frequently take away those very same spatial mechanics in favor of picking lines of dialogue in a dialogue tree and having the camera and characters (player and NPC alike) react …
Hey! Listen!”: Video game dialogue, integrative complexity and the perception of quality
H McCullough – Press Start, 2019 – researchgate.net
… life. These questions can be abstract…or concrete” (p. 6). These questions can manifest due to gameplay aspects like dialogue trees, open worlds and branching plotline or due to thematic or narrative elements. The existence …
Embodied conversational AI agents in a multi-modal multi-agent competitive dialogue
RR Divekar, X Mou, L Chen… – Proceedings of the …, 2019 – homepages.rpi.edu
… by the user while speaking. Then, each AI agent generates output text based on the intent de- tected from the utterance and the state of the dialogue tree following [Divekar et al., 2018b]’s architecture. Whether the output text …
A syntactic approach to continuity of T-definable functionals
C Xu – arXiv preprint arXiv:1904.09794, 2019 – arxiv.org
… The Agda code of this part of the correctness proof was then separated, refined and further developed under the inspiration of Escardó’s Agda development of dialogue trees [5], which led to the first version of the Agda implementation of this paper [23]. Related work …
A Contextual Bandit Approach to General Robot Intelligence with Commonsense Reasoning
M McNeill – 2019 – fordham.bepress.com
In contrast to currently predominant conversational agents, whose intelligence derives from a reliance on dialogue trees and functionality modules, an autonomous domestic or workplace robot must carry out more complicated reasoning with more exhaustive knowledge of its …
A comparison of contextual bandit approaches to human-in-the-loop robot task completion with infrequent feedback
M McNeill, D Lyons – … on Tools with Artificial Intelligence (ICTAI), 2019 – ieeexplore.ieee.org
… homes. In contrast with currently predominant conversational agents, whose intelligence derives from dialogue trees and external modules, a fully autonomous domestic or workplace robot must carry out more complex reasoning …
Representing definable functions of by neighbourhood functions
T Kawai – arXiv preprint arXiv:1901.11270, 2019 – arxiv.org
… lowest type with a definable stopping function. Keywords: Intuitionistic mathematics; Bar induction; Neighbourhood functions; Dialogue trees MSC2010: 03F55; 03F50; 03F10 1 Introduction In “On the domains of definition of …
Are the Tools up to the Task? An evaluation of commercial dialog tools in developing conversational enterprise-grade dialog systems
M Meteer, M Hickey, C Rothberg, D Nahamoo… – Proceedings of the …, 2019 – aclweb.org
… 3.3 Challenges in Dialog While Watson Assistant’s use of a dialog tree pro- vides greater functionality, it still falls short when attempting to build a fully mixed initiative sys- tem … Again, Watson’s use of an explicit dialog tree al- lows the developer to have multiple “fallbacks” …
Evaluating Older Users’ Experiences with Commercial Dialogue Systems: Implications for Future Design and Development
L Ferland, T Huffstutler, J Rice, J Zheng, S Ni… – arXiv preprint arXiv …, 2019 – arxiv.org
… device. We differentiate between structured and unstructured queries. Structured queries are highly transactional in- teractions that have shallow dialogue trees (ie, asking for weather r directions, querying for time). Unstructured …
A Bandit Approach to Posterior Dialog Orchestration Under a Budget
S Upadhyay, M Agarwal, D Bounneffouf… – arXiv preprint arXiv …, 2019 – arxiv.org
… Skill1, . . . , Skill9 in the discussion that follows. In this application, example skills lie in the domains of payroll, compensation, travel, health benefits, and so on. Each skill is designed with a multi-turn conversation dialog tree. In …
Multi-Agent Actor-Critic Reinforcement Learning for Argumentative Dialogue Systems
Y Yang – 2019 – academia.edu
… Figure 2.2: An example of dialogue tree [5]. Solid box means a move is in and dotted box means a move is out … 9 Page 22. 2 Theory As the game proceeds, the players implicitly build a dialectical graph (a dialogue tree, see Figure 2.2) of moves related to the dialogue topic …
Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing Games
B Cheng, TCN Graham – … on Entertainment Computing and Serious Games, 2019 – Springer
… Digital games restrict players’ interaction with characters they encounter in the world, allowing only what Lessard terms “dialogue trees of pre-defined utterances” [14] … Clicking through dialogue trees to advance conversations is a form of hypertext fiction …
Discovering Dialog Rules by Means of an Evolutionary Approach}}
D Griol, Z Callejas – Proc. Interspeech 2019, 2019 – isca-speech.org
… 15], use discriminative classification models to learn information state updates [16], use probabilistic rules whose values are estimated from dialog data using Bayesian inference [17], or uses procedural dialog man- agement methodologies based on defining dialog trees [18] …
EXAMINATION OF DEVELOPMENT STAGES OF SOCIAL DIALOGUE IN TURKEY WITH POLICY ANALYSIS METHOD
M ÖCAL, Ö Ç?ÇEK – RETROSPECT & PROSPECT, 2019 – books.google.com
… internet websites of social dialogue mechanisms. It can be said that the social dialogue tree the seed of which was taken from Europe can hardly grow in Turkey, but it isn’t fed enough give fruit. It seems compulsory to strengthen …
History and Development Tendency of Human-Computer Dialogue System
X Lin, T Yuan, G Lei – … on Artificial Intelligence and Big Data …, 2019 – ieeexplore.ieee.org
… Markov assumption, and it cannot handle long-distance dependence problems very well. A rule-based approach, which involves manually formulating a dialog tree based on different situations, requires a lot of manpower and is less portable …
2. Chatbots as Conversational Agents in the Context of Language Learning
D Bailey – researchgate.net
… The conversational agent controls the narrative of the conversation through storytelling, leading questions, and close-ended responses. The use of automated conversation-dialogue trees has been popular in video games and interactive novels for many years. An Page 4 …
Exploration of Regional Economic Development Gap and Coordinated Development Path in Inner Mongolia Area Dependent on the Extended Dijstra Algorithm
L Qiyun, T Qi – … on Intelligent Transportation, Big Data & Smart …, 2019 – ieeexplore.ieee.org
… Through several preconditions and a conclusion, the defeasible rule for the effective tender can be obtained. In addition, the process of deduction is explored through the dialogue tree. Verification and analysis on the algorithm is carried out through the instances …
Investigating Regional Heritage Through the Development and Playing of AR Games
O Shabalina, G Timofeev, A Davtian… – … on Games Based …, 2019 – search.proquest.com
… question. For organizing a dialogue with the user an Emotional Dialogue Tree (EDTree) model is used … Route Figure 4: Emotional dialogue tree (fragment) The first question in the test is about the historical purpose of the building. If …
Creating Dynamic Robot Utterances in Human-Robot Social Interaction: Comparison of a Selection-Based Approach and a Neural Network Approach on Giving Robot …
P Andersson, ES Ko – 2019 – diva-portal.org
… Sweden. One approach is a selection-based approach with the use of a dialogue tree with sentence embedding while the other approach is a neural network approach with two different models; transformer and seq2seq. Results …
Gamified performance assessment of collaborative problem solving skills
K Stoeffler, Y Rosen, M Bolsinova… – Computers in Human …, 2019 – Elsevier
… the pressure of achieving a specific goal. The dialog trees for transition states explore only one skill to maximize the depth of coverage of that skill within the shortened time constraints. Navigation through the maze is relatively …
Visual Dialog: Towards Communicative Visual Agents
S Kottur – 2019 – kilthub.cmu.edu
… 104 6.5.1 Dialog Trees … 6.6 Dialog tree for memoryless A-bot and minimal vocabulary setting. . . . . 107 6.7 Evolution of Language: timeline shows groundings learned by the agents during training, overlaid on the accuracy. . . . . 108 …
The Burden of Queer Love
B Dym – Press Start, 2019 – pdfs.semanticscholar.org
… Players selected their gender, fantasy race (human, elf, halfling), appearance, and profession all before playing the game. The game used dialogue trees as a core mechanic, allowing the player to choose conversation and story-based choices from a list of branching options …
A model for socially intelligent merchants
M Oliveira, PA Santos – … of the 14th International Conference on the …, 2019 – dl.acm.org
… These dialogues can be considered non-branching dialogues Figure 4: State machine of the dialogue tree system … due to the fact that are triggered from an action but there is no direct interaction that the player can have with it. 4.3.2 Dialogue Tree …
Wizard’s Apprentice: Testing of an Advanced Conversational Intelligent Tutor
J Ahn, P Watson, M Chang, S Sundararajan, T Ma… – researchgate.net
… However, gathering a subject-appropriate corpus of training data for underlying machine learning algorithms remains challenging, particularly for deep and complex dialog trees that may involve large numbers of conversational moves between the student and the cognitive tutor …
Interactive Empathic Virtual Coaches Based on the Social Regulatory Cycle
R Rodrigues, R Silva, R Pereira… – 2019 8th International …, 2019 – ieeexplore.ieee.org
… C. Dialogue Selection After a strategy is selected, the dialogue best suited for tackling said strategy is chosen from a database of pre-built dialogue trees … The dialogue tree with the most restrictive set of tags is then selected …
Red or blue pill: fostering identification and transportation through dialogue choices in RPGs
JT Bowey, MA Friehs, RL Mandryk – … on the Foundations of Digital Games, 2019 – dl.acm.org
Page 1. Red or Blue Pill: Fostering Identification and Transportation through Dialogue Choices in RPGs Jason T Bowey University of Saskatchewan Saskatoon, Canada jason.bowey@usask. ca Maximilian A Friehs University of Trier Trier, Germany friehs@uni-trier.de …
Graphic Adventure videogame using Fuzzy Logic algorithms to set the path of the story
M Monzonís Franch – 2019 – repositori.uji.es
… Each NPC will feature its own Dialog Tree and the actions taken by the player and its decisions on the Dialog Tree will reflect on the story. Some of the paths on the Dialog Tree will be managed by a Fuzzy Logic AI (Artificial Intelligence) …
A multimodal chatbot system for enhancing social skills training for security guards
S de Bever, D Formolo, S Wang, T Bosse – International Conference on …, 2019 – Springer
… Despite the voice and text inputs, the core of the chatbot shares the same dialogue tree. In a dialogue tree an answer has to be given to progress from one node to another. According to the user’s input and the conditions of the node, the next node is determined …
Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course.
G Dale, F Kattner, D Bavelier… – Psychology of Popular …, 2019 – psycnet.apa.org
… action-like content. Traditional RPGs typically contained little-to-no action characteristics and instead heavily focused on a storyline that was at least partially driven by well-defined quests and dialogue trees. RPGs empha- sized …
Towards humanlike chatbots helping users cope with stressful situations
L Medeiros, C Gerritsen, T Bosse – International Conference on …, 2019 – Springer
… From the perspective of IBM Watson, our chatbot uses sets of entities, intents and a dialogue tree … Entities and intents are used in a dialogue tree to evaluate text messages and decide how the bot should respond to an incoming message …
Designing an Experimental and a Reference Robot to Test and Evaluate the Impact of Cultural Competence in Socially Assistive Robotics
CT Recchiuto, C Papadopoulos, T Hill… – 2019 28th IEEE …, 2019 – ieeexplore.ieee.org
… for a given culture, and are actually used to build the dialogue tree, a graph used by the underlying dialogue algorithm to manage the conversation: if a culture-specific instance exists for a given class and a given culture, then the robot may decide to talk about that topic with a …
Artificial General Intelligence, Machine Learning and Language
E Redman – 2019 – pdfs.semanticscholar.org
… The project would use a creative agent and an existing dialogue tree software to generate semi random conversations based of programed tree structures. This HTN planner allows animations to be executed with dialogue options …
ROLE OF LANDSCAPE URBANISM IN LAST MILE CONNECTIVITY-ADAPTIVE DESIGN STRATEGIES
ARI Mahajan – academia.edu
Page 1. Proceedings of BETWEEN THE LINES 2018: International conference on Architecture and Urban Planning, August 17-18, 2018, School of Architecture, REVA University, Bangalore ROLE OF LANDSCAPE URBANISM IN LAST MILE CONNECTIVITY …
The Evaluation of a Serious Game to Improve Cross-Cultural Competence
B An, D Brown, S Guerlain – IEEE Transactions on Learning …, 2019 – ieeexplore.ieee.org
… under- lying Cultural dimension. 4) Develop Adaptive Storyline & Dialogue Trees: In general, developing a believable interactive story is critical to achieve a sense of place and elicit realistic user behaviors [62]. This is no different …
The Modern Visual Novel
R Ciesla – Game Development with Ren’Py, 2019 – Springer
… Examples include Gordon Freeman from the Half-Life franchise and most protagonists in visual novels. Dialogue Tree. Virtually found in every visual novel out there, dialogue trees refer to the points of choice in the flow of a storyline …
Critical War Game Development: Lessons Learned
V Šisler – War Games: Memory, Militarism and the Subject of Play, 2019 – books.google.com
… adventure game. Its core elements are conversations with ‘eyewitnesses’, where players choose between different responses from predetermined dialogue trees and influence the further development of the story (Figure 11.1). Some …
HelperBot: A Prototype System for Reducing Cognitive Load
SA Bartlett – 2019 – smartech.gatech.edu
… Figure 7, an Example of Push Notifications to a Student from HelperBot At this point, I chose to integrate the administrative functions into HelperBot with a password protected dialog tree. This way I could eliminate creating a separate web site that would need to be running and …
Simulation Tools for the Design of Virtual Training Environments
P Gac, P Richard, Y Papouin, S George, E Richard – 2019 – hal.archives-ouvertes.fr
… In the VR industry, we have noticed some approaches used for the design of scenario. One classic approach is “serious game” that mainly consists in cloning classical educational games to VR, like point and clicks, 360° videos (Rupp et al., 2016) or dialog tree situations …
Design Prompts for Virtual Reality in Education
L Kizilkaya, D Vince, W Holmes – International Conference on Artificial …, 2019 – Springer
… functions worked. In this instance, we used the AI as an alternative to prescribed dialogue trees, which typically are used to present users with timely on-screen options from which to choose in order to progress the dialogue. The …
Designing for health chatbots
A Fadhil, G Schiavo – arXiv preprint arXiv:1902.09022, 2019 – arxiv.org
Page 1. Designing for Health Chatbots Ahmed Fadhil1, Gianluca Schiavo2 1University of Trento, Trento, Italy 2I3, Fondazione Bruno Kessler, Trento, Italy *Corresponding authors: ahmed.fadhil@alumni.emu.edu.tr1, gschiavo@fbk.eu2 …
Enriching Discrete Actions with Impactful Emotions
R Rodrigues – 2019 8th International Conference on Affective …, 2019 – ieeexplore.ieee.org
… generate an emotion. Once the strategy (be it task-oriented or affect regulating) is decided, the appropriate dialogue tree is selected based not only on said strategy, but also on the emotions and expectations of the coach. Lastly, the …
Social Games Are Fun: Exploring Social Interactions on Smart Speaker Platforms for People with Disabilities
S Greuter, S Balandin, J Watson – … Abstracts of the Annual Symposium on …, 2019 – dl.acm.org
… Ink is a mark-up scripting language for the development of pure-text interactive scripts with branching dialog trees. Ink scripts are suitable for editing by non-technical writers to script “Lea decides to get something else. She looks to either side of the blank space …
E3: Entailment-driven extracting and editing for conversational machine reading
V Zhong, L Zettlemoyer – arXiv preprint arXiv:1906.05373, 2019 – arxiv.org
Page 1. E3: Entailment-driven Extracting and Editing for Conversational Machine Reading Victor Zhong University of Washington vzhong@cs.washington.edu Luke Zettlemoyer University of Washington lsz@cs.washington.edu Abstract …
Developing Enterprise Chatbots
B Galitsky – 2019 – Springer
Page 1. Developing Enterprise Chatbots Boris Galitsky Learning Linguistic Structures Page 2. Developing Enterprise Chatbots Page 3. Boris Galitsky Developing Enterprise Chatbots Learning Linguistic Structures Page 4. Boris Galitsky Oracle (United States) San Jose, CA, USA …
Tongue-able interfaces: Prototyping and evaluating camera based tongue gesture input system
S Niu, L Liu, DS McCrickard – Smart Health, 2019 – Elsevier
… The electrical stimulation from the antennas has to be strictly constrained to protect the user’s oral cavity. Slyper and her colleagues presented a tongue joystick for maneuvering within a dialogue tree (Slyper et al., 2011). The …
A Serious Game for Training Verbal Resilience to Doorstep Scams
M Otte, T Bosse – Games and Learning Alliance: 7th International …, 2019 – books.google.com
… The output of the module is the confidence percentage between the 2 categories. The application uses those values in the dialogue tree as described in Sect. 3.1. Figure1 shows how the speech analysis is embedded in the flow of the application …
Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination
H Pötzsch, V Šisler – Games and Culture, 2019 – journals.sagepub.com
The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse an…
Research on the Path of Science and Technology Supporting the Construction of Jiangsu Modern Marine Economic System
S Song, X Wang, C Su – Journal of Coastal Research, 2019 – BioOne
… Through several preconditions and a conclusion, the defeasible rule for the effective tender can be obtained. In addition, the process of deduction is explored through the dialogue tree. Verification and analysis on the algorithm are carried out through instances …
Comfort with Robots Influences Rapport with a Social, Entraining Teachable Robot
N Lubold, E Walker, H Pon-Barry, A Ogan – International Conference on …, 2019 – Springer
… of functionality. Keywords were mapped to potential explanation paths for each problem which could kick off short dialogue trees when matched, helping to provide context for identifying appropriate responses. State information …
Virtual Environment Positioning Utilizing Play-Script Spatiotemporal Reasoning
C Talbot, GM Youngblood – IEEE Transactions on Games, 2019 – ieeexplore.ieee.org
… These scripts can then be split into dialogue trees and performed dynamically throughout a scene or game … Also, they do not tie in well to interactive scenes that might utilize dialogue trees. Dialogue trees are used in many games and applications …
Explainable argumentation for wellness consultation
I Sassoon, N Kökciyan, E Sklar, S Parsons – International Workshop on …, 2019 – Springer
… Open image in new window Fig. 8. Fig. 8. A possible “patient asks for advice” dialogue tree. In this dialogue when Bob asks for a recommendation, Bob uses the agent to self manage pain by initiating a wellness consultation …
Towards an Understanding of Drone Fiction
T Smethurst, S Craps – Journal of War & Culture Studies, 2019 – Taylor & Francis
… When the pilot awakes at the end of the dream, his facial expression reveals his fear and panic (Figure 2). Later, while the pilot shaves in the mirror (which can be viewed as a traditional ritual of masculine reaffirmation), one possible dialogue tree leads to him ruminat- ing on …
Improving Conversations: Lessons Learnt from Manual Analysis of Chatbot Dialogues
K Kvale, OA Sell, S Hodnebrog, A Følstad – International Workshop on …, 2019 – Springer
… As soon as the intent is identified, the chatbot provides a predefined answer in return – an answer which may be refined as the customer moves through a dialogue tree by use of predefined answer options on buttons or links …
BEYOND MONOLOGUES
V Ramanarayanan, K Evanini… – … Technologies to Score …, 2019 – books.google.com
… Step 3: Crowdsourcing Deployment as a Chat Application Our next step towards developing an SDS-based speaking task is to test out the branching dialog tree using a chatbot version of the HALEF system (dubbed the HALEFbot) that elicits text responses from users …
Morality play: a model for developing games of moral expertise
D Staines, P Formosa, M Ryan – Games and Culture, 2019 – 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…
Using scenario smells to analyze scripted communication scenarios in virtual learning environments
TJ Overbeek – 2019 – dspace.library.uu.nl
Page 1. Using scenario smells to analyze scripted communication scenarios in virtual learning environments Timo Overbeek Supervised by: Johan Jeuring Raja Lala May 2019 Page 2. Contents 1 Introduction 4 2 Communication Education 7 …
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 …
Sémantické porozum?ní konverzaci
P Lorenc – 2019 – dspace.cvut.cz
Page 1. Ing. Karel Klouda, Ph.D. Head of Department doc. RNDr. Ing. Marcel Ji?ina, Ph.D. Dean Prague August 20, 2018 ASSIGNMENT OF MASTER’S THESIS Title: Semantic understanding of natural conversation Student: Bc. Petr Lorenc Supervisor: Ing. Jan Šedivý, CSc …
PERFORMING CRITIQUE: QUEER VIDEO GAMES AS CRITICAL METHOD
JW RIVERS – d-nb.info
… how tranxiety creates and forces players to engage in productive critique via self-re- flection. Discomfort aside, each option presents its own dialogue tree and each queers players’ understandings of what a ‘normal’ interaction in any other game would entail …
Modelling Working Alliance Using User-aware Explainable Embodied Conversational Agent for Behaviour Change: Framework and Empirical Evaluation
A Abdulrahman, D Richards – 2019 – aisel.aisnet.org
… The agent action or utterance is the result of processing a set of rules that check the agent’s state or beliefs only. Basically, the dialogue in FAtiMA is a state-based dialogue (fixed dialogue tree) with the ability to control the flow with logic-rules …
Design and evaluation of an avatar-based cultural training system
DE Brown, A Moenning, S Guerlain… – The Journal of …, 2019 – journals.sagepub.com
The need for cultural training for members of the military, and supporting government and industrial organizations, has become more important because of the inc…
Categorizing Morality Systems Through the Lens of Fallout
J Casas Roma… – DiGRA’19-Proceedings …, 2019 – repository.falmouth.ac.uk
… its own variation of real-time combat with pause. At any time, it is possible to initiate conversations with non-hostile NPCs, which are managed through a dialog tree system. Even though many of these features could be considered …
Investigating the Automation of Self-Help Therapies by means of Visual Tooling
GJ Kolkman – 2019 – dspace.library.uu.nl
Page 1. Investigating the Automation of Self-Help Therapies by means of Visual Tooling AUTHOR GJ (Gerben) Kolkman 4118863 SUPERVISORS Dr. ir. RJ (Robbert Jan) Beun Prof. dr. ir. JFM (Judith) Masthoff August 4th, 2019 Page 2. Abstract …
A Multimodal Human-Robot Interaction Manager for Assistive Robots
B Abbasi, N Monaikul, Z Rysbek… – 2019 IEEE/RSJ …, 2019 – nlp.lab.uic.edu
… 14, pp. 381–388, 2014. [21] C. Rich and CL Sidner, “Using collaborative discourse the- ory to partially automate dialogue tree authoring,” in Inter- national Conference on Intelligent Virtual Agents. Springer, 2012, pp. 327–340 …
Chatbots for customer service: user experience and motivation
A Følstad, M Skjuve – Proceedings of the 1st International Conference …, 2019 – dl.acm.org
… To get an answer, the user often has to respond to a series of follow-up questions by selecting between the options of a branching dialogue tree. Answers are typically provided as text with links to more information or self-service on the company website …
Chronotypology: A Comparative Method for Analyzing Game Time
D Jayemanne – Games and Culture, 2019 – journals.sagepub.com
This article presents a methodology called “chronotypology” which aims to facilitate literary studies approaches to video games by conceptualizing game temporal…
Applying constrained virtual environments to serious games for heritage
L Hanes, R Stone – International Journal of Serious …, 2019 – journal.seriousgamessociety.org
… player must click to interact with. The base game also contained a limited NPC dialogue tree system, where the player could choose responses with a corresponding keyboard key. The constrained environment equivalent of …
MPF Framework: An Aesthetic and Phenomenological Approach to Ludic Difficulty in Video Games
MT Torres – International Conference on Videogame Sciences and …, 2019 – Springer
… the protagonist. But the main characteristic of Life is Strange is the dialogues with the NPC’s, and the forking-path narrative constructed by the actions of the player. So, most obstacles are based on dialogue trees. Selecting the …
Using Factors to Predict and Analyze Landlord-Tenant Decisions to Increase Access to Justice
H Westermann, VR Walker, KD Ashley… – Proceedings of the …, 2019 – dl.acm.org
Page 1. Using Factors to Predict and Analyze Landlord-Tenant Decisions to Increase Access to Justice Hannes Westermann Cyberjustice Laboratory, Faculté de droit Université de Montréal Montreal Quebec Canada hannes.westermann@umontreal.ca Vern R. Walker …
Towards task-sensitive assistance in public spaces
M Kattenbeck, MA Kilian, M Ferstl, F Alt… – Aslib Journal of …, 2019 – unibw.de
… By using dialogue trees, we modeled interaction consisting of pre-defined chatbot messages and user answers, which adhere to the Facebook Design Guideline for developers (Facebook 2017), ie the messages are short and clearly understandable (see Figure 2). This design …
Chatbots, humbots, and the quest for artificial general intelligence
J Grudin, R Jacques – Proceedings of the 2019 CHI Conference on …, 2019 – dl.acm.org
… Paper 209 Page 5 Page 6. Conversations are complicated. Unlike scripted dialogue trees, natural language conversations are not linear. They can be multi-threaded, hop back and forth, and circle around. Human conversations are more than words …
Character customization in video games: affecting experience with visual customization
P Mether – 2019 – theseus.fi
… alogue. Western RPGs more frequently offer the option for players to customize their character to their liking and offer dialogue trees, giving at least the illusion … Dialogue trees are not actual character customization, but they can help players give their PC some personality …
Towards task-sensitive assistance in public spaces
MA Kilian, M Kattenbeck, M Ferstl… – Aslib Journal of …, 2019 – emerald.com
… By using dialogue trees, we modeled interaction consisting of pre-defined chatbot messages and user answers, which adhere to the Facebook Design Guideline for developers (Facebook, 2017), ie the messages are short and clearly understandable (see Figure 2). This design …
Simultaneous learning of hierarchy and primitives for complex robot tasks
A Mohseni-Kabir, C Li, V Wu, D Miller, B Hylak… – Autonomous …, 2019 – Springer
We present a new interaction paradigm for robot learning from demonstration, called simultaneous learning of hierarchy and primitives (SLHAP), in which information about hierarchy and primitives is…
It Started as a Joke On the Design of Idle Games
K Spiel, SA Alharthi, AJ Cen, J Hammer… – Proceedings of the …, 2019 – dl.acm.org
… from the experience of game play: early debates in the field (eg, [62]) revolved around the seeming discon- nect between the activities of the player and the attempts of game designers to communicate a story using media forms like cutscenes and hypertext-style dialogue trees …
Learnful L2 Gaming
J Reinhardt – Gameful Second and Foreign Language Teaching and …, 2019 – Springer
… Some praised them because they don’t allow dialogue skipping and they allow repeating conversations with non-player characters; however, others criticized the fact that RPGs may close off dialogue trees if the player simply clicks through and makes illogical choices …
Puppitor: Building an Acting Interface for Videogames
N Junius – 2019 – escholarship.org
… character focused, narrative moments, they take away much of the spatial and realtime elements in favor of dialogue trees. Popularized in 1997 by Fallout [46], much of the … heavily relies on dialogue trees and other more turn-based approaches to character in- teraction …
BigBlueBot: teaching strategies for successful human-agent interactions
JD Weisz, M Jain, NN Joshi, J Johnson… – Proceedings of the 24th …, 2019 – dl.acm.org
… When an utterance does not match an intent, chatbots typically respond with “I’m sorry, I don’t understand” or “I don’t know.” When a player’s input did not match the expected intent in the cur- rent node of the dialog tree, our chatbot generated such “I don’t know” responses …
Towards the Learning, Perception, and Effectiveness of Teachable Conversational Agents
N Chhibber – 2019 – uwspace.uwaterloo.ca
Page 1. Towards the Learning, Perception, and Effectiveness of Teachable Conversational Agents by Nalin Chhibber A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Mathematics in Computer Science …
Brain stimulating game design suggested by the analysis of intellectual impacts of digital spaces
B Borovlov – 2019 – researchgate.net
Page 1. Brain stimulating game design suggested by the analysis of intellectual impacts of digital spaces BACHELOR THESIS by Bogdan Borovlov submitted to obtain the degree of BACHELOR OF ARTS (BA) at TH KÖLN UNIVERSITY …
Data-driven EDU chatbots
D Rooein – Companion Proceedings of The 2019 World Wide Web …, 2019 – dl.acm.org
… Talking in many different styles for Chatbots can be a plentiful challenge if the user interacts with the Chatbot with a small sentence. So, it is better to expand the Chatbot dialog tree in a more human way (Adaptive approach) …
Real-Time Human-In-The-Loop Simulation with Mobile Agents, Chat Bots, and Crowd Sensing for Smart Cities
S Bosse, U Engel – Sensors, 2019 – mdpi.com
Modelling and simulation of social interaction and networks are of high interest in multiple disciplines and fields of application ranging from fundamental social sciences to smart city management. Future smart city infrastructures and management are characterised by adaptive …
Framework for Developing Interactive 360-Degree Video Adventure Games
FJR de Pinho – 2019 – repositorio-aberto.up.pt
… 60 3.22 Real Adventure – Simple dialogue example . . . . . 62 3.23 Real Adventure – Dialogue tree options example . . . . . 63 3.24 Real Adventure – Complex dialogue example with all the features . . . . . 64 ix Page 14. LIST OF FIGURES …
Developing Cognitive Bots Using the IBM Watson Engine
W Platform – Springer
Page 1. Developing Cognitive Bots Using the IBM Watson Engine Practical, Hands-on Guide to Developing Complex Cognitive Bots Using the IBM Watson Platform — Navin Sabharwal Sudipta Barua Neha Anand Pallavi Aggarwal Page 2. Developing Cognitive …
Conversational UX Design: A Practitioner’s Guide to the Natural Conversation Framework
RJ Moore, R Arar – 2019 – books.google.com
Page 1. Conversational UX Design A Practitioner’s Guide to the Natural Conversation Framework Robert J. Moore Raphael Arar º ASSOCATION FOR * MACHINERY Page 2. Page 3. Conversational UX Design Page 4. Page 5 …
[HTML][HTML] Life Is Bleak (in Particular for Women Who Exert Power and Try to Change the World): The Poetics and Politics of Life Is Strange
H Pötzsch, A Waszkiewicz – Game Studies, 2019 – gamestudies.org
… based approaches to problem solving and ethical dilemmas. Game play is predominantly structured through dialogue trees, puzzles, and fetch quests with a few stealth-based challenges. After using her newly-won powers to …
Sites of Play: Locating Gameplace in Red Dead Redemption 2
A Westerside, J Holopainen – DiGRA, 2019 – eprints.lincoln.ac.uk
… is the most striking of many examples, RDR2 is partially built on an ‘honor’ system, whereby the ‘positive’ or ‘negative’ actions of the player impacts upon the behavior of local NPCs and other world-state conditions such as the price of supplies from vendors, and dialogue trees …
A framework for graphical and networked applications, an online 3D game, and tools
SS Gundersen – 2019 – ntnuopen.ntnu.no
Page 1. i Bachelor report TITLE A framework for graphical and networked applications, an online 3D game, and tools CANDIDATE NUMBER 10003 DATE 20.05.2019 SUBJECT CODE IE303612 SUBJECT Bachelor project DOCUMENT ACCESS Open …
Physical engagement as a way to increase emotional rapport in interactions with embodied conversational agents
I Gris Sepulveda – digitalcommons.utep.edu
… you might think. Victoria Bravo, although she might appear a bit clumsy, did a great job at creating some of the dialog trees that allow our agent to talk. When she jumped at the opportunity to help with that, she truly had no clue …
Game Development with Ren’Py
R Ciesla – 2019 – Springer
… 80 The Faceless Protagonist …..80 Dialogue Tree …..80 The Endings Tree …..81 Into …
7 Queering Games, Play, and Culture through Transgressive Role-PlayingTanja Games
T Sihvonen, J Stenros – Transgression in Games and Play, 2019 – books.google.com
… itself. Creating more specificity in characters requires more work, and, indeed, in both larps and digital games that often means fine-tuning based on the genders chosen (for instance, dialogue trees or char- acter rewrites). Queering …
How video game conferences shape the gaming industry and influence consumer behaviour
D Saarik – 2019 – theseus.fi
Page 1. Saimaa University of Applied Sciences Faculty of Business Administration Lappeenranta Degree Programme in International Business Specialisation in Marketing Daniil Saarik How video game conferences shape the gaming industry and influence consumer behaviour …
A Model of Interactive Narrative Affordances.
RE Cardona-Rivera – 2019 – repository.lib.ncsu.edu
Page 1. ABSTRACT CARDONA-RIVERA, ROGELIO ENRIQUE. A Model of Interactive Narrative Affordances. (Under the direction of R. Michael Young and David L. Roberts). Interactive narratives are systems that mediate a …
Enhancing Attentional Control: Lessons from Action Video Games
D Bavelier, CS Green – Neuron, 2019 – Elsevier
Skip to main content Skip to article …
ITÄ-SUOMEN YLIOPISTO–UNIVERSITY OF EASTERN FINLAND
MK Hiltunen – 2019 – epublications.uef.fi
Page 1. UNIVERSITY OF EASTERN FINLAND Philosophical Faculty School of Humanities Foreign Languages and Translation Studies English Language and Translation Mira Kristiina Hiltunen SUBTITLING NORMS IN FINNISH VIDEO GAME SUBTITLES …
AI Best and Next Practices
P Gentsch – AI in Marketing, Sales and Service, 2019 – Springer
“Data is the new oil” is a saying that is readily quoted today. Although this sentence still describes the current development well, it ides not get down to the real core of the matter; more suitable…
Creating a framework for an ARPG-style game in the Unity game engine
OG Røed, EV Aunebakk, E Budsted – 2019 – ntnuopen.ntnu.no
Page 1. Creating a framework for an ARPG-style game in the Unity game engine Author(s) Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Bachelor in Programming [Games|Applications] 20 ECTS Department of Computer …
Rammeverk for å lage ARPG-lignende spill
OG Røed, V Aunebakk, E Eivind og Budsted – 2019 – ntnuopen.ntnu.no
Page 1. Creating a framework for an ARPG-style game in the Unity game engine Author(s) Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Bachelor in Programming [Games|Applications] 20 ECTS Department of Computer …
Single-player video games as an informal language learning environment: views and experiences of gaming young adults
S Eskelinen – 2019 – jyx.jyu.fi
Page 1. SINGLE-PLAYER VIDEO GAMES AS AN INFORMAL LANGUAGE LEARNING ENVIRONMENT: Views and experiences of gaming young adults Master’s Thesis Satu Eskelinen University of Jyväskylä Department of Language and Communication Studies …
Murder in the Missions
J Harrington – 2019 – books.google.com
Page 1. *: º, º ** º º – sº º i. º -*. i. – . : º º INTHEMISSIONS A True Story º – I – ºf Fº JEAN HARRINGTON MERCIER PRESS Page 2. MERCIER PRESS 3B Oak House, Bessboro Rd Blackrock, Cork, Ireland. www.mercierpress.ie www …
Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda’s Skyrim: A Qualitative Play Study
M Kretzschmar – 2019 – stars.library.ucf.edu
Page 1. University of Central Florida Electronic Theses and Dissertations Doctoral Dissertation (Open Access) Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda’s Skyrim: A Qualitative Play Study 2019 …
How to reduce the sedentary lifestyle of UT students through empathy and technology?
M Raditya – 2019 – essay.utwente.nl
Page 1. How to reduce the sedentary lifestyle of UT students through empathy and technology? By: Mahandra Raditya – s1676644 Page 2. Table of contents Table of contents 2 Chapter 0: Abstract 5 Chapter 1 6 1.1 Introduction 6 1.2 Situation 6 1.3 Problem analysis 7 …
Escaping oz: Autonomy in socially assistive robotics
C Clabaugh, M Matari? – Annual Review of Control, Robotics …, 2019 – annualreviews.org
The field of socially assistive robotics (SAR) aims to supplement the efforts of clinicians, therapists, educators, and caregivers through individualized, socially mediated interventions with robot…
Hi, can I help? An exploratory study of designing a chatbot to complement school nurses in supporting youths’ mental health
CG Høiland – 2019 – duo.uio.no
Page 1. “Hi, can I help?” An exploratory study of designing a chatbot to complement school nurses in supporting youths’ mental health Camilla Gudmundsen Høiland Thesis submitted for the degree of Master in Informatics: Design, Use, Interaction 60 credits …
Fanfiction Reviews and Academic Literacy: Potential Impacts and Implications
R Weiler – 2019 – stars.library.ucf.edu
Page 1. University of Central Florida Electronic Theses and Dissertations Masters Thesis (Open Access) Fanfiction Reviews and Academic Literacy: Potential Impacts and Implications 2019 Regina Weiler University of Central Florida …