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Spoken Communication with Computer Game Characters
Third International Conference on Information Technology and Applications (ICITA'05), 2005This paper explores the characteristics of a new language for communication with game characters. This new language is called game pidgin language (GPL) (Rudra et al., 2003). A GPL is a sub-class of computer pidgin language (CPL) (Hinde and Belrose) which is a new spoken language taught to the game player and is efficient for dialogues with the ...
T. Rudra, D. Tien, T. Bossomaier
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Non-Player Characters in Multiuser Games
2009Massively multiuser, persistent, online virtual worlds are emerging as important platforms for multiuser computer games, social interaction, education, design, defence and commerce. In these virtual worlds, non-player characters use artificial intelligence to take on roles as storytellers, enemies, opponents, partners and facilitators.
Kathryn E. Merrick, Mary Lou Maher
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User-Generated Character Behaviors in Educational Games
2015Games are the new form of storytelling and social interaction for younger generation. It might be surprising, but children are ready to do more work for their game characters than what they are ready to do for themselves. Because of this, we started to develop methods to enable user-generated character behaviours for educational games.
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I am you, you are me: game character congruence with the ideal self
Internet Research, 2020Jihye Park
exaly
Bayesian Imitation Learning in Game Characters
2005As it strives to imitate observably successful actions, imitation learning allows for a quick acquisition of proven behaviors. Recent work from psychology and robotics suggests that Bayesian probability theory provides a mathematical framework for imitation learning. In this paper, we investigate the use of Bayesian imitation learning in realizing more
Thurau, Christian +2 more
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