Identifier

etd-052710-114241

Abstract

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.

Publisher

Worcester Polytechnic Institute

Degree Name

MS

Department

Computer Science

Project Type

Thesis

Date Accepted

2010-05-27

Accessibility

Unrestricted

Subjects

behavior modeling, knowledge representation, planning, content generation

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