• No results found

Steps Towards Creating Socially Competent Game Characters

N/A
N/A
Protected

Academic year: 2021

Share "Steps Towards Creating Socially Competent Game Characters"

Copied!
2
0
0

Loading.... (view fulltext now)

Full text

(1)

Steps Towards Creating Socially Competent Game Characters

Jenny Brusk

Doctoral Dissertation

Academic dissertation in Linguistics, to be publicly defended, by due permission of the Faculty of Humanitites at University of Gothenburg, on February 21, at 10.15 a.m., in Lilla hörsalen, Humanisten, Renströmsgatan 6, Göteborg.

Department of Philosophy, Linguistics and Theory of Science, University of Gothenburg, Sweden

2014

(2)

Abstract

Ph.D. dissertation in Linguistics at University of Gothenburg, Sweden, 2014 Title: Steps Towards Creating Socially Competent Game Characters

Author: Jenny Brusk Language: English

Department: Department of Philosophy, Linguistics and Theory of Science, University of Gothenburg, Box 200, S-405 30 Gothenburg

Series: Gothenburg Monographs in Linguistics 44 Published at: http://hdl.handle.net/2077/34774 ISBN 978-91-628-8890-9

This thesis investigates and presents approaches towards creating more socially competent NPCs by means of natural language dialogues. The aim is to provide hands-on solutions for game developers who want to offer interactions with the NPCs in the game that are socially driven rather than functionally motivated and that encourage the player to build and maintain relationships between the character they control and the other game characters. By means of gameplay design patterns (GDPs), i.e. a semi-formal means of describing, sharing and expanding knowledge about game design, a selection of games have been analysed in order to identify existing and hypothetical GDPs for game dialogues. The analysis resulted in a number of GDPs that support, or could support, social interaction among game characters. A selection of the identified patterns has then been modelled using Harel statecharts and implemented in State Chart XML, a candidate to become a W3C standard.

Keywords: dialogue systems, non-playable characters, computer games,

SCXML, statecharts, socially oriented dialogues

References

Related documents

A listening test was conducted where 23 subjects rated the variation, naturalness and artifacts of a recorded spoken phrase where three altered versions manipulated by altering

The „Sex Objectification Test‟ (Heldman, 2012) is then the basis for analysis. If a trailer does not contain a female character, that game is not included in this thesis. It should

Brent, being one out of three female characters in the novel as a whole, has a style of speech that, similar to Judge Wargrave, change depending on the listener, but instead refer

A particular focus of the thesis is the comparative analysis of some aspects of information seeking (analysis of questions used by the non-Swedish and Swedish physicians and

Therefore, the course task, to implement Learning Dialogue method in a working team on your own unit is an important aspect in acquiring knowledge about the role of the tutor 9.. 9

The results revealed that knowledge of both health consequences and causes of climate change was positively related to cognitive and affective risk judgements.. Gender

“the illusion of life” (Bates, 1994). We can design characters that are not cooperative in Grice’s sense as discussed in chapter 2.5.1, characters that can

An agent in an two-participant setup can (almost) safely assume that all user utterances are directed to it, and when the user has finished speaking (or released a push-to-talk