A Lightweight Videogame Dialogue Manager
Keywords:
dialogue management, conversation, non-player characters, natural language generationAbstract
We present a fully procedural alternative to branching dialogue that is influenced by theories from linguistic pragmatics and technical work in the field of dialogue systems. Specifically, this is a dialogue manager that extends the Talk of the Town framework, in which non-player characters (NPCs) develop and propagate subjective knowledge of the gameworld. While previously knowledge exchange in this framework could only be expressed symbolically, such exchanges may now be rendered as naturalistic conversations between characters. The larger conversation engine currently lacks a player interface, so in this paper we demonstrate our dialogue manager through conversations between NPCs. From an evaluation task, we find that our system produces conversations that flow far more naturally than randomly assembled ones. As a design objective, we have endeavored to make this dialogue manager lightweight and agnostic to its particular application in Talk of the Town; it is our hope that interested readers will consider porting its straightforward design to their own game engines.Downloads
Published
2016-01-01
Bibtex
@Conference{digra798, title ="A Lightweight Videogame Dialogue Manager", year = "2016", author = "Ryan, James and Mateas, Michael and Wardrip-Fruin, Noah", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/798}", booktitle = "Proceedings of DiGRA/FDG 2016 Conference"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.