International Conference on the Foundations of Digital Games 2020
DOI: 10.1145/3402942.3402984
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Scheherazade’s Tavern: A Prototype For Deeper NPC Interactions

Abstract: In many games, NPC-player interactions play a vital role in gameplay. Previous literature has successfully shown how NPC interaction focused on social simulation is an effective means for creating dynamic characters such as in the games Prom Week and Versu. We believe that social simulation is a key element in the creation of complex characters, which is further aided by natural language interaction and knowledge modeling. In this work, we propose an architecture for player-NPC interactions built on top of the… Show more

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Cited by 10 publications
(4 citation statements)
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“…The latter statement is particularly true in high interactive narratives games like visual novel games. For instance, project Scheherazade (Aljammaz et al, 2020) combined social simulation, natural language processing, and knowledge modeling to enhance NPC interactions, players' engagement and interest in the game.…”
Section: Human-like Npcsmentioning
confidence: 99%
“…The latter statement is particularly true in high interactive narratives games like visual novel games. For instance, project Scheherazade (Aljammaz et al, 2020) combined social simulation, natural language processing, and knowledge modeling to enhance NPC interactions, players' engagement and interest in the game.…”
Section: Human-like Npcsmentioning
confidence: 99%
“…In order to tackle the challenge of creating and managing dialogue within a social agent simulation, Aljammaz et al [71] integrated chatbots and knowledge model representation on top of the Ensemble engine [24]. The chatbots are used as a layer of abstraction between the human interactor and the Emsemble Characters allowing open-text input to be taken into account by the scenario.…”
Section: Dialoguementioning
confidence: 99%
“…The rapid progress of digital interactive storytelling has already led to several prototypes (Aljammaz et al, 2020;Aylett et al, 2005;Cavazza et al, 2007;Donikian et al, 2004;Kalmpourtzis et al, 2020;Markouzis and Fessakis, 2016;Mateas and Stern, 2002;Riedl and Young, 2004;Stal et al, 2019;Szilas, 2003;Weiss et al, 2005) centring around narrative control, the duality between the character and plot, and the potential for planning techniques for action generation (Stern, 2008). However, the quality of the interactive content produced in terms of images and motion is still inferior when compared to the live-action film quality (De Lima et al, 2018).…”
Section: The Potential Of Transformative Video Design For Supporting Wellbeingmentioning
confidence: 99%