Notes:
Interactive fiction, also known as text-based adventure games or parser-based games, is a genre of computer game in which players control characters and influence the game world through the use of text commands. These games often involve solving puzzles and making decisions that affect the outcome of the game.
In interactive fiction, players typically use a simple text-based interface to enter commands and interact with the game world. These commands may include actions such as “go north,” “pick up the key,” or “use the sword on the dragon.” The game then responds to these commands and updates the game world accordingly.
Interactive fiction games often have a strong narrative element, and may involve exploring environments, solving puzzles, and making choices that affect the outcome of the game. Some examples of popular interactive fiction games include “Zork,” “The Hitchhiker’s Guide to the Galaxy,” and “The Lurking Horror.”
Natural language processing (NLP) is a field of artificial intelligence that is concerned with the interaction between computers and human language. In interactive fiction games, NLP is used to understand and interpret the text commands that players enter, and to respond to these commands in a way that is meaningful and appropriate to the game world.
For example, in an interactive fiction game, NLP algorithms might be used to understand and interpret player commands such as “go north,” “pick up the key,” or “use the sword on the dragon.” These algorithms would need to recognize the meaning of these commands and determine how to respond to them in the game world, such as by moving the player character in the specified direction, picking up an object, or performing an action with an object.
NLP can also be used in interactive fiction games to recognize and interpret more complex or nuanced player commands, such as requests for information or expressions of emotion. This can help make the game experience more immersive and interactive, and can allow players to communicate with the game world in a more natural and intuitive way.
Interactive fiction games and dialog systems are both types of computer systems that involve the use of natural language processing (NLP) technology to understand and respond to human language. However, there are some key differences between these two types of systems.
One key difference is the type of interaction that is supported. Interactive fiction games are typically designed to allow players to explore virtual environments, solve puzzles, and make decisions that affect the outcome of the game. Dialog systems, on the other hand, are typically designed to support more structured and task-oriented interactions, such as answering questions or providing information.
Another difference is the complexity of the language processing capabilities. Interactive fiction games often require more advanced NLP capabilities, as they need to be able to understand and respond to a wide range of player commands and inquiries. Dialog systems, on the other hand, may have more limited language processing capabilities, as they are typically focused on specific tasks or topics.
Finally, interactive fiction games and dialog systems may differ in the types of user interfaces that they use. Interactive fiction games often use a simple text-based interface, while dialog systems may use graphical user interfaces, voice-based interfaces, or other types of interfaces.
Interactive fiction games, which involve the use of text commands to control characters and influence the game world, could potentially be applied to virtual humans in a number of ways. Here are a few examples of how interactive fiction games could be used with virtual humans:
- Virtual therapy: Interactive fiction games could be used to create virtual therapy environments, in which patients interact with virtual therapists or other virtual characters to address mental health issues or other concerns. These games could allow patients to explore virtual environments, solve puzzles, and make decisions that affect the outcome of the therapy session.
- Virtual training: Interactive fiction games could be used to create virtual training environments, in which users interact with virtual characters to learn new skills or knowledge. These games could be used to train people in a variety of fields, such as healthcare, education, or customer service.
- Virtual companions: Interactive fiction games could be used to create virtual companions or assistants, in which users interact with virtual characters to get information, assistance, or other types of support. These games could be used to provide social support, information, or entertainment, and could be accessed through various channels, such as messaging apps, voice assistants, or virtual reality environments.
Resources:
- ifarchive.org .. interactive fiction archive
- ifdb.tads.org .. interactive fiction database
- tads.org .. text adventure development system
Wikipedia:
See also:
100 Best Facade Interactive Story Videos | 100 Best Interactive Storytelling Videos | 100 Best Transmedia Storytelling Videos | INSCAPE (Interactive Storytelling for Creative People) | Interactive Story Authoring | Interactive Storytelling | Procedural Storytelling | Story Engines | Story Generator Algorithms | Story Intention Graph | Transmedia Storytelling | Virtual Storyteller & Natural Language Processing
Interactive Fiction Games: A Colossal Adventure.
MJ Hausknecht, P Ammanabrolu, MA Côté, X Yuan – AAAI, 2020 – aaai.org
… generation, and sequential decision making. From a machine learning perspective, Interactive Fiction games exist at the intersection of natural language process- ing and sequential decision making. Like many NLP tasks, they …
Nail: A general interactive fiction agent
M Hausknecht, R Loynd, G Yang… – arXiv preprint arXiv …, 2019 – arxiv.org
… Interactive Fiction games are rich simulation environments where players issue text commands to control their character and progress … As a testbed for autonomous agents, IF games promote natural language understanding, commonsense reasoning, problem solving, and …
Algorithmic Improvements for Deep Reinforcement Learning Applied to Interactive Fiction.
V Jain, W Fedus, H Larochelle, D Precup… – AAAI, 2020 – aaai.org
… while observations are paragraphs describing the outcome of these actions (Figure 1). Recently, interactive fiction has emerged as an important challenge for AI techniques (Atkin- son et al. 2018), in great part because the genre combines natural language with sequential …
Bringing stories alive: Generating interactive fiction worlds
P Ammanabrolu, W Cheung, D Tu, W Broniec… – arXiv preprint arXiv …, 2020 – arxiv.org
Page 1. Bringing Stories Alive: Generating Interactive Fiction Worlds Prithviraj … In this work, we focus on procedurally generating interactive fic- tion worlds—text-based worlds that players “see” and “talk to” using natural language. Generat …
Graph constrained reinforcement learning for natural language action spaces
P Ammanabrolu, M Hausknecht – arXiv preprint arXiv:2001.08837, 2020 – arxiv.org
… We use Jericho and the tools that it provides to develop our agents. Knowledge graphs have been shown to be useful representations for a variety of tasks surround- ing natural language generation and interactive fiction. Ghazvininejad et al. (2017) and Guan et al …
Ecological semantics: Programming environments for situated language understanding
R Tamari, G Stanovsky, D Shahaf, R Tsarfaty – arXiv preprint arXiv …, 2020 – arxiv.org
… PhD dissertation, The University of California, 1997. Graham Nelson. Natural Language, Semantic Analysis and Interactive Fiction. IF Theory Reader, (April 2005):141–188, 2005. URL http://inform-fiction.org/manual/ if{_}theory.html …
Usnea: An Authorship Tool for Interactive Fiction using Retrieval Based Semantic Parsing
B Swanson, B Smus – Proceedings of the 58th Annual Meeting of the …, 2020 – aclweb.org
… Interactive Fiction is an art form with an uncer- tain future that is connected in no small way to its proximity to games and the social norms separating games and fine art … 2015. A large anno- tated corpus for learning natural language inference. arXiv preprint arXiv:1508.05326 …
ScAmPER: generating test suites to maximise code coverage in interactive fiction games
MM Lester – International Conference on Tests and Proofs, 2020 – Springer
… The most popular of the generic interactive fiction interpreters was Infocom’s Z-Machine … In: Proceedings of the 2015 Conference on Empirical Methods in Natural Language Processing, EMNLP 2015, Lisbon, Portugal, 17–21 September 2015, pp. 1–11 (2015) …
The Elements Of Interactive Fiction In “Prominence”
NAIA Rahim, HM Ali – International Journal, 2019 – ijham.com
… Additionally, interactive fiction features two distinct modes of writing; the player input and the game output (Montfort, 2003, 3). Therefore, interactive fiction understands natural language to an extent and replies to this input in a meaningful way (output) …
An agent for learning new natural language commands
A Azaria, S Srivastava, J Krishnamurthy… – Autonomous Agents and …, 2020 – Springer
… However, while Inform 7 allows the usage of predefined natural language statements to create an interactive fiction, it does not provide any method for teaching its compiler how to compile new statements (neither using a graphical interface nor using natural language) …
LYRA: an Interactive and Interactive Storyteller
DH Choi – … on Computational Science and Engineering (CSE) …, 2019 – ieeexplore.ieee.org
… researchers noticed the advances of neural machine translation and tried to build similar neural architectures for other natural language tasks, such … C. Interactive Fiction Next comes the prior developments in the second aspect of the story-telling system; interactive story-building …
Engaging the Paradoxical: Zeno’s Paradoxes in Three Works of Interactive Fiction
MZ Spivey – Journal of Humanistic Mathematics, 2020 – scholarship.claremont.edu
… Interactive fiction is a rather broad term that has been used to describe works as different as Terry Winograd’s natural language processing program SHRDLU [4, pages 83–85], Choose Your Own Adventure books [4, page 71], interactive film such as the “Bandersnatch” episode …
Toward automated quest generation in text-adventure games
P Ammanabrolu, W Broniec, A Mueller, J Paul… – arXiv preprint arXiv …, 2019 – arxiv.org
… Natural language can be used to express creativity in the form of narrative … Text-adventure games or interactive fiction, in which a player interacts with a world entirely through text, provide us with a platform on which to explore these ideas on cre- ativity in language …
Language (re) modelling: Towards embodied language understanding
R Tamari, C Shani, T Hope, MRL Petruck… – arXiv preprint arXiv …, 2020 – arxiv.org
… Abstract While natural language understanding (NLU) is advancing rapidly, today’s technology dif- fers from human-like language understanding in fundamental ways, notably in its inferior efficiency, interpretability, and generalization …
Transfer in deep reinforcement learning using knowledge graphs
P Ammanabrolu, MO Riedl – arXiv preprint arXiv:1908.06556, 2019 – arxiv.org
… adventure games, in which players must make sense of the world through text descrip- tions and declare actions through natural language, can provide … a strong prior in the form of a knowl- edge graph extracted from generalized textual walk-throughs of interactive fiction as well …
Story Realization: Expanding Plot Events into Sentences.
P Ammanabrolu, E Tien, W Cheung, Z Luo, W Ma… – AAAI, 2020 – aaai.org
… Ammanabrolu et al. (2019) look at narrative generation as a form of quest generation in interactive fiction and use a knowledge graph to ground their generative models … natural language sentences. We use a variation of this event structure …
Logic foundations of manipulation as game mechanics
JMT Ramón – 2019 IEEE Conference on Games (CoG), 2019 – ieeexplore.ieee.org
… arising from their interaction: dynamic doxastic logic, belief revision, epistemic planning and natural language processing. The aim of this project is to provide a package that can cater for the needs of complex characters (eg RPGs or interactive fiction); the development of a …
Plan-and-write: Towards better automatic storytelling
L Yao, N Peng, R Weischedel, K Knight, D Zhao… – Proceedings of the AAAI …, 2019 – aaai.org
… Abstract Automatic storytelling is challenging since it requires gener- ating long, coherent natural language to describes a sensible sequence of events … Automatic storytelling requires composing coherent natural language texts that describe a sensible sequence of events …
Semantically aligned sentence-level embeddings for agent autonomy and natural language understanding
NE Fulda – 2019 – scholarsarchive.byu.edu
… Autonomy and Natural Language Understanding Nancy Ellen Fulda Brigham Young University … BYU ScholarsArchive Citation Fulda, Nancy Ellen, “Semantically Aligned Sentence-Level Embeddings for Agent Autonomy and Natural Language Understanding” (2019) …
The text-based adventure AI competition
T Atkinson, H Baier, T Copplestone… – IEEE Transactions …, 2019 – ieeexplore.ieee.org
… in the Infocom range of games). An active “Interactive Fiction” community still exists, using powerful natural language authoring tools such as Inform [2] to create new and diverse titles. Despite the continued existence of this …
How To Avoid Being Eaten By a Grue: Exploration Strategies for Text-Adventure Agents
P Ammanabrolu, E Tien, Z Luo, MO Riedl – arXiv preprint arXiv …, 2020 – arxiv.org
… In Proceedings of the 53rd Annual Meeting of the Association for Computational Linguistics and the 7th International Joint Confer- ence on Natural Language Processing (Volume 1: Long Papers), 2015 … Interactive fiction games: A colossal adventure …
How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds
P Ammanabrolu, E Tien, M Hausknecht… – arXiv preprint arXiv …, 2020 – arxiv.org
… Text-based games are long puzzles or quests, characterized by a sequence of sparse and potentially deceptive rewards. They provide an ideal platform to develop agents that perceive and act upon the world using a combinatorially sized natural language state-action space …
Physiologically Driven Storytelling: Concept and Software Tool
J Frey, G Ostrin, M Grabli, JR Cauchard – … of the 2020 CHI Conference on …, 2020 – dl.acm.org
… More recently, Twine [64] proposed a web-based graphical programming interface to write interactive fiction. Moreover, research in interactive fiction and natural language processing resulted in projects where a whole text could evolve based on the user’s input, as in [42] …
Proceedings of the 58th Annual Meeting of the Association for Computational Linguistics: System Demonstrations
A Celikyilmaz, TH Wen – Proceedings of the 58th Annual Meeting of the …, 2020 – aclweb.org
… 224 NLP Scholar: An Interactive Visual Explorer for Natural Language Processing Literature Saif M. Mohammad … 256 Usnea: An Authorship Tool for Interactive Fiction using Retrieval Based Semantic Parsing Ben Swanson and Boris Smus …
Lia: A virtual assistant that can be taught new commands by speech
M Chkroun, A Azaria – International Journal of Human–Computer …, 2019 – Taylor & Francis
… In natural language programming (Biermann, 1983), a programmer can use natural language to develop software. In Inform 7 (Reed, 2010), for example, a programmer can create an interactive fiction program using English sentences …
Draft and Edit: Automatic Storytelling Through Multi-Pass Hierarchical Conditional Variational Autoencoder.
MH Yu, J Li, D Liu, B Tang, H Zhang, D Zhao, R Yan – AAAI, 2020 – aaai.org
… Technology 5 Tencent AI Lab {yumenghsuan,lijuntao,zhaody,ruiyan}@pku.edu.cn, danyliu@sjtu.edu.cn, tangb3@sustech.edu.cn, hansonzhang@tencent.com, Abstract Automatic Storytelling has consistently been a challenging area in the field of natural language processing …
TextWorld: A Learning Environment for Text-Based Games
T Barnes, E Fine, J Moore, M Hausknecht… – … 7th Workshop, CGW …, 2019 – books.google.com
… corresponding system responses. As illustrated, the game uses natural language to describe the state of the world, to accept actions from the player, and to report subsequent changes in the environment. Through sequential …
The depth of interactivity in the interaction with multimedia content: the development of user-friendly application
N Al Said – Evolutionary Intelligence, 2019 – Springer
… [21] argue that the human symbolization system is so complex that computers cannot fully understand natural language … Smith [34] claimed that computer interactive fiction entered dead-end “incredibly linear.” However, telling stories is an important part of the conversation …
A narrative sentence planner and structurer for domain independent, parameterizable storytelling
SM Lukin, MA Walker – Dialogue & Discourse, 2019 – 129.70.43.92
… only applicable to the Interactive Fiction domain, and similar to the work described above, only offers a templatic realization strategy … plans and dependency trees (Theune et al., 2007), or anno- tated source material (ie, story texts) as Controlled Natural Language, which restricts …
Log-Based Reading Speed Prediction: A Case Study on War and Peace
I Tukh, P Braslavski, K Buraya – … Conference on Analysis of Images, Social …, 2019 – Springer
… In case we are able to connect reading speed to reader engagement, it can be used in interactive fiction, where a book’s plot can change dynamically depending on the reader’s … In: Proceedings of the Conference on Empirical Methods in Natural Language Processing, pp …
Getting it Right the Fourth Time: Goal-driven Behavior Using Vector Space Models
N Fulda, B Murdoch, D Ricks – 2020 IEEE 18th World …, 2020 – ieeexplore.ieee.org
… In Proceedings of the 2014 Conference on Empirical Methods in Natural Language Process- ing, EMNLP 2014, October 25-29, 2014, Doha, Qatar, A meeting of SIGDAT, a Special Interest Group of the ACL, pages 1532 … Autoplay: a learning environment for interactive fiction …
I have a different kind of brain’—a script-centric approach to interactive narratives in games
H Engström – Digital Creativity, 2019 – Taylor & Francis
… Inform 7 (Nelson 2015) is an IDS tool with a text-based interface used to create interactive fiction. This means it belongs to the first of Koenitz’s categories. In Inform 7, content is created using a programming language designed to resemble natural language …
Joshua-PG: A Generative Policy Gradient Approach for Learning to Play Text-Based Adventure Games
RR Raab – 2019 – reneraab.org
… Of the several approaches that do try to learn how to play these games, most struggle with the complexity of natural language and try to avoid said complexity by either engineering an approach specifically for playing text-based games or by reducing the number and types of …
Designing a socially open narrative generation system
T Akimoto, T Ogata – Natural Language Processing: Concepts …, 2020 – igi-global.com
… This type of knowledge is applicable to various tasks of natural language processing, such as understanding and summarization, and also provides a basic knowledge for narrative generation … A text by the natural language generator and log data accompany each discourse …
Digital Storytelling 4e: A creator’s guide to interactive entertainment
CH Miller – 2019 – books.google.com
Page 1. Carolyn Handler Miller is widely known as an inspiring teacher with an expert professional knowledge of digital storytelling, both practical and theoretical. Her sources are always up-to-date, and her insights relevant to the most contemporary practices …
Learning dynamic knowledge graphs to generalize on text-based games
A Adhikari, X Yuan, MA Côté, M Zelinka… – arXiv preprint arXiv …, 2020 – arxiv.org
… Abstract Playing text-based games requires skill in process- ing natural language and in planning. Although … environment. Solving them requires a combination of rein- forcement learning (RL) and natural language processing (NLP) techniques …
Narrative Generation in the Wild: Methods from NaNoGenMo
J van Stegeren, M Theune – Proceedings of the Second Workshop on …, 2019 – aclweb.org
… Projects that use more than one programming language are counted multiple times. generator for an Interactive Fiction game. Other projects generated word art, eg repetitions of one word, ASCII art or text without meaning, poems, graphs or lists …
Villanelle: Towards Authorable Autonomous Characters in Interactive Narrative.
O Iqbal – 2019 – repository.lib.ncsu.edu
… 2.1 Types of Interactive Narrative There are different kinds of interactive fiction in digital entertainment: • Parser based … 2.2 Existing tools Inform7 is a rules-based, natural language style scripting framework that allows one to craft quality based narratives [Ree10] …
Hey Siri, tell me a story: Digital storytelling and AI authorship
S Thorne – Convergence, 2020 – journals.sagepub.com
Surveying narrative applications of artificial intelligence in film, games and interactive fiction, this article imagines the future of artificial intelligence (AI) authorship and explores trends t…
Visual Understanding and Narration: A Deeper Understanding and Explanation of Visual Scenes
SM Lukin, C Bonial, CR Voss – arXiv preprint arXiv:1906.00038, 2019 – arxiv.org
… 2005. Narratological Knowledge for Natural Language Generation. In Proceedings of the Tenth European Workshop on Natural Language Generation (ENLG-05) … 2007. Generating Narrative Variation in Interactive Fiction. Ph.D. thesis, University of Pennsylvania, Dept …
Manipulating Narrative Salience in Interactive Stories Using Indexter’s Pairwise Event Salience Hypothesis
R Farrell, SG Ware, LJ Baker – IEEE Transactions on Games, 2019 – ieeexplore.ieee.org
… There are comparatively few works that focus specifically on influencing user behavior [24]. Roberts and Isbell were able to influence players using player models and concepts from social psychology, discourse analysis, and natural language generation [25]. El Nasr et al …
Writing an Interactive Story
P Lacombe, G Féraud, C Rivière – 2019 – books.google.com
Page 1. WRITING AN INTERACTIVE STORY Page 2. Picture credits Page 103-104, Out There Chronicles is a game series created and released by Mi-Clos Studio. Page 112, Might & Magic is a game series by Limbic Entertainment released by Ubisoft …
Story Quality as a Matter of Perception: Using Word Embeddings to Estimate Cognitive Interest
M Behrooz, J Robertson, A Jhala – Proceedings of the AAAI Conference on …, 2019 – aaai.org
… In IJCAI, volume 77, 91–98. Montfort, N. 2009. Curveship: An interactive fiction system for interactive narrating … Glove: Global vectors for word representation. In Proceedings of the 2014 conference on empirical methods in natural language processing (EMNLP), 1532–1543 …
Multi-relational question answering from narratives: Machine reading and reasoning in simulated worlds
I Labutov, B Yang, A Prakash, A Azaria – arXiv preprint arXiv:1902.09093, 2019 – arxiv.org
… These devices open a new and exciting possibility of enabling end-users to teach machines in natural language, eg, by ex- pressing the state of their personal world to its vir- tual assistant (eg, via narrative about people and events in that user’s life) and enabling the user to ask …
Edgard, the Chatbot: Questioning Ethics in the Usage of Artificial Intelligence Through Interaction Design and Electronic Literature
F Fogliano, F Fabbrini, A Souza, G Fidélio… – … Conference on Human …, 2019 – Springer
… of conversation-based narrative systems can be considered a genre of electronic literature, a variant of Hypertextual Fiction or Interactive Fiction … of Dale [26] that defines it as any software application that involves dialogue with a human being through natural language …
Author-Driven Approaches to Computational Narrative Design for Games
DJ Tree, A Malizia – International Conference on Human-Computer …, 2019 – Springer
… This form of interactive fiction is defined as a branching narrative as when plotted the narrative would show a tree-like structure … Story analysis combines techniques in Natural Language Translation, Sentiment analysis and applies them to a corpus of stories to gain insights into …
Narrative structure in the mind: Translating Genette’s narrative discourse theory into a cognitive system
T Akimoto – Cognitive Systems Research, 2019 – Elsevier
JavaScript is disabled on your browser. Please enable JavaScript to use all the features on this page. Skip to main content Skip to article …
Framework for Developing Interactive 360-Degree Video Adventure Games
FJR de Pinho – 2019 – repositorio-aberto.up.pt
… It was the first known game to have in- corporated a form of interactive fiction where players would try to progress through the game’s story whose focus was on exploring an unknown cave by issuing text commands (Figure 2.1) thus birthing the first generation of adventure …
The Impostor: Exploring narrative game design for learning Korean as a foreign language
T Engström – 2019 – aaltodoc.aalto.fi
… Digital game-based language learning (DGBLL) is considered an umbrella term encompassing use of vernacular games, synthetic immersive envi- ronments, educational games, gamified applications, interactive fiction as well as the attendant discourses and activities …
Computing as Curricular Peripheral
S Lam, J van der Leeuw, W Ying… – … Conference on Big …, 2019 – ieeexplore.ieee.org
… more explicitly connected to Python, allowing for simple and easy access script writing, in addition to Python capabilities [8]. inform, also used for interactive fiction, uses its own natural language based programming language to facilitate writing in a more literary style [7]. We can …
Automated Structural Analysis of Interactive Narratives
E Carstensdottir – 2020 – search.proquest.com
… Early and formative digital applications such as Multi-User Dungeons (MUDS) (Bartle, 2004) and parser based interactive fiction like Zork (Infocom, 1977) compelled players to explore the stories and world building they contained, and their effects and design lessons are still felt …
Consideration of Fundamental Methods and Principles for Human-Computer Co-Creation of Narratives
T Akimoto, T Ogata – Post-Narratology Through Computational and …, 2019 – igi-global.com
… This type of knowledge is applicable to various tasks of natural language processing, such as understanding and summarization, and also provides a basic knowledge for narrative generation … Natural language is a basic expression form …
Narratological formulation of story-form memory construction: applying Genette’s narrative discourse theory
T Akimoto – Biologically Inspired Cognitive Architectures Meeting, 2019 – Springer
… 15. Lönneker B (2005) Narratological knowledge for natural language generation. In: proceedings of the 10th European workshop on natural language generation, pp 91–100Google Scholar. 16 … Montfort N (2007) Generating narrative variation in interactive fiction …
Design and evaluation of the usability of amharic visual programming language for simple web-based application development
A Damena – 2020 – ir.bdu.edu.et
… and better performance. Making programming language closer to natural language and … programming language based on Google’s Blockly platform that can make programming both closer to natural language and visual/graphical. We implement the architecture and …
Understanding video games: The essential introduction
S Egenfeldt-Nielsen, JH Smith, SP Tosca – 2019 – books.google.com
… A model of classical linear fiction that shows how the story is built up in stages A model of interactive fiction that shows the … Myst (1994), with its special embedded narrative, attracted a new audience to video games Façade (2005) attempts to use natural language interaction to …
Narratological Formulation of Story-Form Memory Construction: Applying Genette’s Narrative Discourse Theory
A Genette’s – … Cognitive Architectures 2019: Proceedings of the …, 2019 – books.google.com
… In: proceedings of the 10th European workshop on natural language generation, pp 91–100 Ogata T (2016) Computational and cognitive approaches to narratology from the … IGI Global, Hershey, pp 1–74 Montfort N (2007) Generating narrative variation in interactive fiction …
ParlAmI: a multimodal approach for programming intelligent environments
E Stefanidi, M Foukarakis, D Arampatzis, M Korozi… – Technologies, 2019 – mdpi.com
… Keywords: conversational interface; chatbot; intelligent environment; smart home; NAO; embodied conversational agents; disembodied conversational agents; end-user programming; natural language processing. 1. Introduction … End-User Programming Using Natural Language …
Can We Break Their Silence? Exploring The Causes Of Undergraduates’ Reluctance In Speak In English In An ESL Classroom …
S Chandradasa, D Jayawardane – SERI PACIFIC HOTEL KUALA …, 2019 – researchgate.net
Page 139. Proceeding: International Conference on Humanities, Education and Society (ICHES 2019) Seri Pacific Hotel, Kuala Lumpur, Malaysia (e-ISBN: 978-967-15597- 6-5) 137 CAN WE BREAK THEIR SILENCE? EXPLORING …
Creating a dialogue editor for the Unity game engine
M Mänty – 2019 – theseus.fi
… limited to the largest productions. There are also games that implement natural language communication or voice commands, but in this thesis, we will be studying and implementing a turn-based dialogue system that uses only text. (Brusk and Björk 2009; Ryan etc. 2016.) …
A Conceptual Mapping Approach for Presenting a Practical Past: Addressing Responsibility Through Contextualization in Information System Design for the Ward One …
SO Khan – 2019 – scholarcommons.sc.edu
… Page 28. 19 beyond words in a bag and match documents to queries in a more nuanced manner than traditional natural language matching. While the application is different between language processing and conceptual mapping, there is a similarity in functionality …
A postdigital paradigm in literary studies
S Abblitt – Higher Education Research & Development, 2019 – Taylor & Francis
… This object supports a combination of analogue resemblance and digital coding, written in code as well as in natural language, although the difference is immense; in Hayles’ formulation, ‘print is flat, code is deep’, and language isn’t what it used to be …
Archaeology of Digital Environments: Tools, Methods, and Approaches
AD Reinhard – 2019 – etheses.whiterose.ac.uk
Page 1. Archaeology of Digital Environments Tools, Methods, and Approaches Andrew Douglas Reinhard Doctor of Philosophy University of York Archaeology November 2019 Page 2. Page 3. iii Abstract Digital archaeologists …
The Simulation Hypothesis: An MIT Computer Scientist Shows Why AI, Quantum Physics, and Eastern Mystics All Agree We Are In A Video Game
R Virk – 2019 – books.google.com
Page 1. … HH A MII CIMPLIER SCIENIS SHOWS WHY Al, Tuni?iu? PHYSICS |AND FASTERM MVSICS AGREE|| || |_º – º ** WEARENAVIDED Page 2. Advance Praise for The Simulation Hypothesis: “The Simulation Hypothesis …
Electrical Evocations: Computer Science, the Teaching of Literature, and the Future of English Education
TL Lynch – English Education, 2019 – search.proquest.com
… Sentiment scores refer to computational calculations used in the fields of natural language processing and marketing that allow one to estimate whether a segment of language is deemed empirically nega- tive or positive in tone …
Horizon report 2019 higher education edition
B Alexander, K Ashford-Rowe, N Barajas-Murph… – 2019 – learntechlib.org
Page 1. | EDUCAUSE Horizon Report 2019 Higher Education Edition Page 2. EDUCAUSE Horizon Report 2019 Higher Education Edition Bryan Alexander, Kevin Ashford-Rowe, Noreen Barajas-Murphy, Gregory Dobbin, Jessica …
Report of 2017 NSF Workshop on Multimedia Challenges, Opportunities and Research Roadmaps
SF Chang, A Hauptmann, LP Morency, S Antani… – arXiv preprint arXiv …, 2019 – arxiv.org
… More recently, multimodal translation has seen renewed interest due to combined efforts of the computer vision and natural language processing communities [Bernardi et al., 2016], tackling problems such as image description [Vinyals et al., 2014] and video captioning …
Deep learning for video game playing
N Justesen, P Bontrager, J Togelius… – IEEE Transactions on …, 2019 – ieeexplore.ieee.org
… G. Text Adventure Games A classic text adventure game is a form of interactive fiction where players are given descriptions and instructions in text … This is interesting for computers as it is much more akin to natural language, where you have to know what actions should exist …
Matrix-and Tensor Factorization for Game Content Recommendation
R Sifa, R Yawar, R Ramamurthy, C Bauckhage… – KI-Künstliche …, 2020 – Springer
Commercial success of modern freemium games hinges on player satisfaction and retention. This calls for the customization of game content or game mechanics.
Playing at Narratology: Digital Media as Narrative Theory
D Punday – 2019 – kb.osu.edu
… In Twisty Little Passages: An Approach to Interactive Fiction, Nick Montfort argues that the first text adventure game should be … overlap of narrative theorizing and computer experimentation is also clear in the dialog of Eliza (1964–66), the natural-language processing experiment …
Procedural Storytelling in Game Design
TX Short, T Adams – 2019 – books.google.com
Page 1. / ºn \ Miliš Vellº) ºnºm illilº Bill Billbill imli) i? a ?imi?imº @ CRC Press Taylor & Francis Group Page 2. Procedural Storytelling in Game Design Page 3. This page intentionally left blank Page 4. Procedural Storytelling in Game Design Edited by Tanya X. Short Tarn Adams …
Critical code studies
MC Marino – 2020 – books.google.com
Page 1. CRITICAL | CODE STUDIES Mark C. Marino Page 2. Page 3. Critical Code Studies Page 4. Software Studies Lev Manovich and Noah Wardrip-Fruin, editors Expressive Processing: Digital Fictions, Computer Games, and …
Building a bibliographic hierarchy for manga through the aggregation of institutional and hobbyist descriptions
S Kiryakos, S Sugimoto – Journal of Documentation, 2019 – emerald.com
… In his works detailing the Preserving Virtual Worlds (PVW) project, McDonough discusses the preservation of digital games and interactive fiction, creating a PVW ontology and applying it to an OAI-ORE-based model in order to represent the FRBR WEMI hierarchy for those …
StABLE: Making Player Modeling Possible for Sandbox Games
LS Fragoso – 2020 – 128.233.230.70
… viii Page 10. List of Abbreviations StABLE String Analysis of Behavior Log Elements GUR Game User Research BoW Bag of Words NLP Natural Language Processing TF-IDF Term Frequency – Inverse Document Frequency RQ Research Question ix Page 11. Chapter 1 …
The Persistence of Code in Game Engine Culture
E Freedman – 2020 – books.google.com
Page 1. THE PERSISTENCE OF CODE IN GAME ENGINE CULTURE With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact …
Proposal of a Protocol and a Computer Tool for Assessing the Believability of Virtual Players in Multiplayer Video Games
C Even – 2019 – hal.archives-ouvertes.fr
… project (McDonough et al., 2010) carried out between 2007 and 2010 has allowed to develop basic standards for metadata and content representation for long-term archival storage after investigating the issues surrounding the preservation of video games and interactive fiction …
The Meddle of the Muddle: How many captains does it take to steer a story and whose course is it anyway?
M Macneill – 2019 – repository.falmouth.ac.uk
… storytelling. Terms such as postclassical cinema, puzzle films, modular narratives, interactive fiction and complex narratives became common currency … aware. Being natural language and biofeedback the most evident ones …
The Baroque Technotext: Literature in a Digital Mediascape
E Takehana – 2020 – books.google.com
Page 1. The Baroque Technotext Page 2. Page 3. The Baroque Technotext _____ Literature in a Digital Mediascape Elise Takehana Page 4. First published in the UK in 2020 by Intellect, The Mill, Parnall …
Socially emotional brain-inspired cognitive architecture framework for artificial intelligence
AV Samsonovich – Cognitive Systems Research, 2020 – Elsevier
JavaScript is disabled on your browser. Please enable JavaScript to use all the features on this page. Skip to main content Skip to article …
Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time
M Barton – 2019 – books.google.com
Page 1. Page 2. Vintage Games 2.0 AN INSIDER LOOK AT THE MOST INFLUENTIAL GAMES OF ALL TIME Page 3. Taylor & Francis Taylor & Francis Group http://taylorandfrancis.com Page 4. Vintage Games AN INSIDER LOOK …
Automatic Generation of Dynamic Musical Transitions in Computer Games
S Cutajar – 2020 – oro.open.ac.uk
… how exactly one should go about their PhD. Other facilities at the Open University, such as the natural language processing research group, also helped to better focus my research. I’d also like to thank my third party monitor Dr. Soraya Kouadri for her advice, Page 9 …
An adaptive model for digital game based learning
L Cunningham – 2019 – cora.ucc.ie
… Page 19. MDA Mechanics, Dynamics and Aesthetics ML Machine Learning MVC Model-View-Controller NLP Natural Language Processing NSGM Narrative Serious Game Mechanics PAL Personalised Adaptive Learning REST REpresentational State Transfer …
Social media dissidence in Zimbabwe
N Mboti – 2019 – ujcontent.uj.ac.za
Page 1. COPYRIGHT AND CITATION CONSIDERATIONS FOR THIS THESIS/ DISSERTATION o Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so …