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Agents, our loveable friends

Utilizing Natural Language „ Reasons for failure (courtesy of


Dr. Eric Horvitz, Oct. 2002)
Dialogue in Video Games „ Lack of any AI – testers claimed
the Bayesian filtering was too hard
to test and so it was made
Ajay Juneja dumber.
akj@alumni.cmu.edu „ Business Applications are not
supposed to be like cartoons
March 5, 2004 „ Too many interruptions to the user

Returning to Agents: Interaction methods in virtual


Dialogue in Video Games worlds with Spoken Dialogue.
„ Dialogue system acts as the “script”
script” / storyboard „ Scott Glashan defines four methods
behind the game.
„ The world of the video game is a naturally „ Proxy
limited domain. „ Divinity
„ Adds the ability to have more immersive player „ Telekinesis
to game character (AI Agent) interactions.
(Role-
(Role-Playing, Adventure, Action, Sports). „ Interface Agent
„ Also useful to control other objects or characters
in the game while hands are busy. (flight
simulators, real-
real-time strategy, etc.)

General requirements for believable


Requirements for believable agent
agents (courtesy of Oz project at
dialogue
CMU – 1995-
1995-2002)
„ Agents must have believable social behavior. „ Agent must be clear at to whether it is
„ Agents must have emotional reactions to their talking or listening, whether to another
experiences. agent or to a human. (Visual Feedback)
„ Agents must be able to have dynamic social „ Object Focus must vary accordingly with
relationships that affect the agent’
agent’s social
the scene and task at hand.
behavior.
„ Agents need to be competent at working „ Need proper discourse modeling
towards multiple goals simultaneously.

1
Limitations from the past (1995) Games today

„ Not yet able to do discourse modeling – „ About one dozen utilize speech recognizers.
„ for simple command and control tasks only.
cannot ask agent to apply a previous „ Game Developers are not necessarily aware of the
action to another object or undo their limitations of just using a speech recognizer and Text-
Text-to-
to-
speech engine without a dialogue manager. None
previous actions. currently utilize NLP dialogue.
„ Characters need beliefs, capabilities, „ Fonix’
Fonix’s recognizer part of XBOX XDK
choices, and commitments. „ Scansoft’
Scansoft’s recognizer is available for the Playstation 2.
„ Tom Clancy’
Clancy’s Ghost Recon, and Konami’
Konami’s LifeLine have
received very favorable reviews.

Challenges for dialogue in Video


In 2004, we are not limited
Games
„ We can do discourse modeling, with undo „ To create a more immersive environment, but still have
proper and graceful fallback handling in case the speech
features (direct control of FSA), and ask recognition fails. Can’
Can’t simply say “I don’
don’t know what
about other objects and characters that you are trying to say. Please start over.”
over.”
„ Requires context awareness for error recovery.
are not in focus. „ Dialogue must be integrated early on in the game design
„ Behavior modeling for characters can also process
Must keep track of the state of the world (game state) to
be done within the dialogue – the dialogue
„
insure proper context sensitivity, and personalities
will “define their personalities.”
personalities.” changing as time progresses in the video game.

Interactive Drama Dialogue enables Interactive Drama

„ Interactive Drama takes drama as the narrative „ With proper discourse (dialogue) modeling, we
guide. can create Player-
Player-constructed narratives.
„ Interactive drama wants player interaction to shape „ How do we need to model dialogues for Interactive
the path and outcome of the story, while maintaining Drama?
a tight, author given story. „ Michael’
Michael’s ABL behavior modeling language is very similar to
„ We want first person immersion into a story. Ariadne’
Ariadne’s ADL dialogue modeling language. (for a future talk
/ technical comparison).
„ Both the Character and Story are necessary to „ The dialogue becomes the story graph.
provide dramatic experiences.
„ Script writing and dialogue design go hand in
„ Story and Interaction are opposed goals. hand.

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