Advertisement

Dialogs Taking into Account Experience, Emotions and Personality

  • Anne-Gwenn Bosser
  • Guillaume Levieux
  • Karim Sehaba
  • Axel Buendia
  • Vincent Corruble
  • Guillaume de Fondaumière
  • Viviane Gal
  • Stéphane Natkin
  • Nicolas Sabouret
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4740)

Abstract

This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the project is to provide generic solutions for the integration of autonomous Non Player Characters (NPCs) in next-generation adventure games. DEEP NPCs, equipped with a personality and a believable emotional engine, will use context-based information from the game environment and the player behavior to provide entertaining, rich and relevant dialogs.

Keywords

narrative intelligence interactive narrative interactive drama narrative structures behavior engine agents virtual characters personality model emotion model dialog 

References

  1. 1.
    Bartle, R.: Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of MUD Research 1(1) (1996)Google Scholar
  2. 2.
    Bartneck, C.: Integrating the occ model of emotions in embodied characters. In: Proceedings of the Workshop on Virtual Conversational Characters: Applications, Methods, and Research Challenges, Melbourne, Australia (November 2002)Google Scholar
  3. 3.
    Cai, Y., Miao, C., Tan, A., Shen, Z.: Fuzzy cognitive goal net for interactive storytelling plot design. In: Proceedings of the ACM SIGGHI Advances in Computer Entertainment (ACE) (2006)Google Scholar
  4. 4.
    Damasio, A.R.: Lérreur de Descartes - la raison des émotions. Odile Jacob (1994)Google Scholar
  5. 5.
    Eysenck, H.J.: The biological basis of personality. In: Thomas, C.C. (ed.), Springfield, IL (1967)Google Scholar
  6. 6.
    Grunvogel, S., Natkin, S., Vega, L.: A new methodology for spatiotemporal Game Design. In: Proceedings of CGAIDE (2004)Google Scholar
  7. 7.
    Izard, C.E., Hembree, E.A., Huebner, R.R.: Infants’ emotion expressions to acute pain: Developmental change and stability of individual differences. Developmental Psychology 23, 105–113 (1987)CrossRefGoogle Scholar
  8. 8.
    Keltner, D., Haidt, J.: Social functions of emotions. In: Mayne, T., Bonanno, G.A. (eds.) Emotions: Current issues and future directions, ch. 6, pp. 192–213. Guilford Press, New York (2001)Google Scholar
  9. 9.
    Laird, J.E., van Lent, M.: The role of ai in computer games genre. In: Handbook of computer Games study. MIT Press, Cambridge (2005)Google Scholar
  10. 10.
    Marsella, S., Gratch, J.: A step towards irrationality: Using emotion to change belief. In: Proceedings of the 1st International Joint Conference on Autonomous Agents and Multi-Agent Systems, Bologna, Italy (July 2002)Google Scholar
  11. 11.
    McCrae, R.R., John, O.P.: An introduction to the five-factor model and its applications. Journal of Personality 60, 175–215 (1992)CrossRefGoogle Scholar
  12. 12.
    Mori, H., Hoshino, J.: Key action technique for digital storytelling. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds.) ICEC 2005. LNCS, vol. 3711. Springer, Heidelberg (2005)CrossRefGoogle Scholar
  13. 13.
    Natkin, S.: Video Games and Interactive Media, a Glimpse at New Digital Entertainment. In: Peteres, A.K. (ed.) (2006)Google Scholar
  14. 14.
    Natkin, S., Yan, C.: User model in multiplayer mixed reality entertainment applications. In: Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE) (2006)Google Scholar
  15. 15.
    Ortony, A., Clore, G.L., Collins, A.: The cognitive structure of emotions. Cambridge University Press, Cambridge (1988)CrossRefGoogle Scholar
  16. 16.
    Roseman, I.J., Jose, P.E., Spindel, M.: Appraisals of emotion-eliciting events: testing a theory of discrete emotions. Journal of Personality and Social Psychology 59(5), 899–915 (1990)CrossRefGoogle Scholar
  17. 17.
    Sehaba, K., Estraillier, P., Lambert, D.: Interactive educational games for autistic children with agent-based system. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds.) ICEC 2005. LNCS, vol. 3711, pp. 422–432. Springer, Heidelberg (2005)CrossRefGoogle Scholar
  18. 18.
    Szilas, N.: Interactive drama on computer: beyond linear narrative. In: Proceedings of the AAAI Fall Symposium on Narrative Intelligence (1999)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2007

Authors and Affiliations

  • Anne-Gwenn Bosser
    • 1
  • Guillaume Levieux
    • 1
  • Karim Sehaba
    • 2
  • Axel Buendia
    • 4
  • Vincent Corruble
    • 2
  • Guillaume de Fondaumière
    • 3
  • Viviane Gal
    • 1
  • Stéphane Natkin
    • 1
  • Nicolas Sabouret
    • 2
  1. 1.Conservatoire National des Arts et Métiers, ParisFrance
  2. 2.Laboratoire d’Informatique de Paris 6, Université Pierre et Marie Curie – Paris 6France
  3. 3.Quantic Dream, ParisFrance
  4. 4.SpirOps, ParisFrance

Personalised recommendations