Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3402942.3402984acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
research-article
Open access

Scheherazade’s Tavern: A Prototype For Deeper NPC Interactions

Published: 17 September 2020 Publication History

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 Ensemble engine that additionally incorporates chatbots and knowledge modeling technology, with the objective of making craftable and interesting NPCs more easily authorable.

References

[1]
2020. PARRY: The AI chatbot from 1972. https://phrasee.co/parry-the-a-i-chatterbot-from-1972/
[2]
K. Cross. 2016. Making a chatbot that drives a narrative in sci-fi exploration game Event[0]. Famasutra (2016). https://www.gamasutra.com/view/news/281842/Making_a_chatbot_that_drives_a_narrative_in_scifi_exploration_game_Event0.php
[3]
Richard Evans and Emily Short. 2013. Versu—a simulationist storytelling system. IEEE Transactions on Computational Intelligence and AI in Games 6, 2(2013), 113–130.
[4]
Johan Huizinga. 2009. Homo ludens: a study of the play-element in culture. Routledge.
[5]
Patri Lankoski, Staffan Björk, 2015. Game research methods: An overview. Lulu. com.
[6]
Aaron B Loyall. 1997. Believable Agents: Building Interactive Personalities.Technical Report. CARNEGIE-MELLON UNIV PITTSBURGH PA DEPT OF COMPUTER SCIENCE.
[7]
Michael Mateas and Andrew Stern. 2003. Façade: An experiment in building a fully-realized interactive drama. In Game developers conference, Vol. 2. 4–8.
[8]
Michael Mateas and Andrew Stern. 2004. Natural Language Understanding in Façade: Surface Text Processing. In Proceedings of the Conference on Technologies for Interactive Digital Storytelling and Entertainment.
[9]
Joshua McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, and Michael Mateas. 2011. Comme il faut: A system for authoring playable social models. In Seventh Artificial Intelligence and Interactive Digital Entertainment Conference.
[10]
Luís Morais, João Dias, and Pedro A Santos. 2019. From caveman to gentleman: a CiF-based social interaction model applied to conan exiles. In Proceedings of the 14th International Conference on the Foundations of Digital Games. 1–11.
[11]
Miguel Oliveira and Pedro A Santos. 2019. A model for socially intelligent merchants. In Proceedings of the 14th International Conference on the Foundations of Digital Games. 1–8.
[12]
Noah Petherbridge. [n.d.]. RiveScript. https://www.rivescript.com/
[13]
Davide Picca, Dominique Jaccard, and Gérald Eberlé. 2015. Natural language processing in serious games: a state of the art. International Journal of Serious Games 2, 3 (2015), 77–97.
[14]
James Owen Ryan, Adam Summerville, Michael Mateas, and Noah Wardrip-Fruin. 2015. Toward characters who observe, tell, misremember, and lie. In Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference.
[15]
Serdar Sali, Noah Wardrip-Fruin, Steven Dow, Michael Mateas, Sri Kurniawan, Aaron A Reed, and Ronald Liu. 2010. Playing with words: from intuition to evaluation of game dialogue interfaces. In Proceedings of the Fifth International Conference on the Foundations of Digital Games. 179–186.
[16]
Ben Samuel, Aaron A Reed, Paul Maddaloni, Michael Mateas, and Noah Wardrip-Fruin. 2015. The ensemble engine: Next-generation social physics. In Proceedings of the Tenth International Conference on the Foundations of Digital Games (FDG 2015). 22–25.
[17]
Ben Samuel, Mike Treanor, Josh McCoy, Aaron A Reed, Michael Mateas, and Noah Wardrip-Fruin. 2019. Prom Week. https://promweek.soe.ucsc.edu/
[18]
Daniel G Shapiro, Josh McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, and Michael Mateas. 2013. Creating playable social experiences through whole-body interaction with virtual characters. In Ninth Artificial Intelligence and Interactive Digital Entertainment Conference.
[19]
North Side. 2016. Bots Colony. [Steam].
[20]
Anne Sullivan, April Grow, Tabitha Chirrick, Max Stokols, Noah Wardrip-Fruin, and Michael Mateas. 2011. Extending CRPGs as an interactive storytelling form. In International Conference on Interactive Digital Storytelling. Springer, 164–169.
[21]
Anne Sullivan, April Grow, Michael Mateas, and Noah Wardrip-Fruin. 2012. The design of Mismanor: creating a playable quest-based story game. In Proceedings of the International Conference on the Foundations of Digital Games. 180–187.
[22]
Mike Treanor, Josh McCoy, and Anne Sullivan. 2016. A framework for playable social dialogue. In Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference.
[23]
Noah Wardrip-Fruin. 2007. Three Play Effects–Eliza, Tale-Spin, and Sim City. Digital Humanities (2007), 1–2.
[24]
Joseph Weizenbaum. 1966. ELIZA—a computer program for the study of natural language communication between man and machine. Commun. ACM 9, 1 (1966), 36–45.

Cited By

View all
  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Lies, Deceit, and Hallucinations: Player Perception and Expectations Regarding Trust and Deception in GamesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642253(1-15)Online publication date: 11-May-2024
  • (2024)Let’s Talk Games: An Expert Exploration of Speech Interaction with NPCsInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338666(1-21)Online publication date: 19-Apr-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
September 2020
804 pages
ISBN:9781450388078
DOI:10.1145/3402942
This work is licensed under a Creative Commons Attribution International 4.0 License.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 September 2020

Check for updates

Author Tags

  1. NPC systems
  2. NPC-Player interactions
  3. game design
  4. social physics

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

FDG '20

Acceptance Rates

Overall Acceptance Rate 152 of 415 submissions, 37%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)389
  • Downloads (Last 6 weeks)37
Reflects downloads up to 13 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Lies, Deceit, and Hallucinations: Player Perception and Expectations Regarding Trust and Deception in GamesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642253(1-15)Online publication date: 11-May-2024
  • (2024)Let’s Talk Games: An Expert Exploration of Speech Interaction with NPCsInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338666(1-21)Online publication date: 19-Apr-2024
  • (2022)Bringing Stories to Life in 1001 Nights: A Co-creative Text Adventure Game Using a Story Generation ModelInteractive Storytelling10.1007/978-3-031-22298-6_42(651-672)Online publication date: 4-Dec-2022
  • (2021)A Study of Implementing a Chatbot-Based Interactive StoryJournal of Digital Contents Society10.9728/dcs.2021.22.12.196922:12(1969-1976)Online publication date: 31-Dec-2021
  • (2021)‘Den lugar a los negrillos’: villancicos y danzas ‘de negro’ en la España del siglo XVIIAnuario Musical10.3989/anuariomusical.2021.76.04(51-71)Online publication date: 21-Dec-2021
  • (2021)The potential of transformative video design for improving caregiver’s wellbeingHealth Psychology Open10.1177/205510292110090988:1(205510292110090)Online publication date: 16-Apr-2021

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media