Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology 2008
DOI: 10.1145/1501750.1501801
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Dialogue management for social game characters using statecharts

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Cited by 3 publications
(3 citation statements)
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“…These dialog lines are usually a pre-scripted set of lines that are played to players in certain events. While several studies examined the possibility of generating dialog by using natural language genera-tion (Brusk et al 2007;Kacmarcik 2006), the literature lacks studies that investigate the association between the nature of information conveyed in the dialog and NPC behavior and how these two factors affect the game experience.…”
Section: Related Workmentioning
confidence: 99%
“…These dialog lines are usually a pre-scripted set of lines that are played to players in certain events. While several studies examined the possibility of generating dialog by using natural language genera-tion (Brusk et al 2007;Kacmarcik 2006), the literature lacks studies that investigate the association between the nature of information conveyed in the dialog and NPC behavior and how these two factors affect the game experience.…”
Section: Related Workmentioning
confidence: 99%
“…It caches alterative text in a local database and can add new labels seamlessly after a web page is downloaded, resulting in minimal impact to the browsing experience. In [11], it aims to provide the characters with social skills, including the ability to interact using natural language. In a social-personal information management (SPIM) system [34], it explored the idea of tagging people for selective information sharing.…”
Section: E Type Four: Output-optimization Gamesmentioning
confidence: 99%
“…Interestingly, statecharts have recently been taken up by game programmers, who use this formalism to specify patterns of discourse and behavior for computer game characters (Brusk, 2008). Within the present conceptual framework, this is an entirely expected turn.…”
mentioning
confidence: 91%