Most computer game characters are either ``talkers,' i.e., they engage in dialogue with the player, or ``fighters,' i.e., they engage in actions against or with the player, and that may affect the virtual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computational linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games.
Worcester Polytechnic Institute
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Hanson, Philip, "A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters" (2010). Masters Theses (All Theses, All Years). 845.
behavior modeling, knowledge representation, planning, content generation