Socially Present Board Game Opponents

  • André Pereira
  • Rui Prada
  • Ana Paiva
Conference paper

DOI: 10.1007/978-3-642-34292-9_8

Part of the Lecture Notes in Computer Science book series (LNCS, volume 7624)
Cite this paper as:
Pereira A., Prada R., Paiva A. (2012) Socially Present Board Game Opponents. In: Nijholt A., Romão T., Reidsma D. (eds) Advances in Computer Entertainment. Lecture Notes in Computer Science, vol 7624. Springer, Berlin, Heidelberg

Abstract

The real challenge of creating believable and enjoyable board game artificial opponents lies no longer in analysing millions of moves per minute. Instead, it lies in creating opponents that are socially aware of their surroundings and that can interact socially with other players. In traditional board games, where face-to-face interactions, social actions and strategic reasoning are important components of the game, artificial opponents are still difficult to design. In this paper, we present an initial effort towards the design of board game opponents that are perceived as socially present and can socially interact with several human players. To accomplish this, we begin by an overview of board game artificial opponents. Then we describe design guidelines for developing empirically inspired social opponents for board games. These guidelines will be illustrated by concrete examples in a scenario where a digital table is used as a user interface, and an intelligent social robot plays Risk against three human opponents.

Keywords

Social Presence Board Games Artificial Opponents 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • André Pereira
    • 1
  • Rui Prada
    • 1
  • Ana Paiva
    • 1
  1. 1.INESC-ID and Instituto Superior TécnicoTechnical University of LisbonPortugal

Personalised recommendations