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A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters

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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.

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  • English
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  • etd-052710-114241
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  • 2010
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  • 2010-05-27
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Permanent link to this page: https://digital.wpi.edu/show/rv042t167