Skip to main content

A Framework to Create Conversational Agents for the Development of Video Games by End-Users

  • Conference paper
  • First Online:
Optimization and Learning (OLA 2020)

Abstract

Video game development is still a difficult task today, requiring strong programming skills and knowledge of multiple technologies. To tackle this problem, some visual tools such as Unity or Unreal have appeared. These tools are effective and easy to use, but they are not entirely aimed at end-users with little knowledge of software engineering. Currently, there is a resurgence in the use of chatbots thanks to the recent advances in fields such as artificial intelligence or language processing. However, there is no evidence about the use of conversational agents for developing video games with domain-specific languages (DSLs). This work states the following two hypotheses: (i) Conversational agents based on natural language can be used to work with DSL for the creation of video games; (ii) these conversational agents can be automatically created by extracting the concepts, properties and relationships from their abstract syntax. To demonstrate the hypotheses, we propose and detail the implementation of a framework to work with DSLs through a chatbot, its implementation details and a systematic method to automate its construction. This approach could be also suitable for other disciplines, in addition to video games development.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. DialogFlow. https://dialogflow.com/

  2. Eclipse Modeling Framework (EMF). https://www.eclipse.org/modeling/emf/

  3. GameMaker. https://www.yoyogames.com/gamemaker

  4. Game engines how do they work? (2019). https://unity3d.com/what-is-a-game-engine

  5. Al-Zubaide, H., Issa, A.A.Y.: OntBot: ontology based chatbot. In: International Symposium on Innovations in Information and Communications Technology, pp. 7–12 (2011)

    Google Scholar 

  6. Bock, B.C., et al.: Exercise videogames, physical activity, and health: Wii heart fitness: a randomized clinical trial. Am. J. Prev. Med. 56, 501–511 (2019)

    Article  Google Scholar 

  7. Bracq, M.S., et al.: Learning procedural skills with a virtual reality simulator: an acceptability study. Nurse Educ. Today 79(May), 153–160 (2019)

    Article  Google Scholar 

  8. Brambilla, M., Cabot, J., Wimmer, M.: Model-Driven Software Engineering in Practice. Morgan Claypool, San Rafael (2012)

    Book  Google Scholar 

  9. Brandtzaeg, P.B., Følstad, A.: Why people use chatbots. In: Kompatsiaris, I., et al. (eds.) INSCI 2017. LNCS, vol. 10673, pp. 377–392. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-70284-1_30

    Chapter  Google Scholar 

  10. Burnett, M.: What is end-user software engineering and why does it matter? In: Pipek, V., Rosson, M.B., de Ruyter, B., Wulf, V. (eds.) IS-EUD 2009. LNCS, vol. 5435, pp. 15–28. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-00427-8_2

    Chapter  Google Scholar 

  11. Dörner, C., Yetim, F., Pipek, V., Wulf, V.: Supporting business process experts in tailoring business processes. Interact. Comput. 23(3), 226–238 (2011)

    Article  Google Scholar 

  12. Errattahi, R., Hannani, A.E., Ouahmane, H.: Automatic speech recognition errors detection and correction: a review. Procedia Comput. Sci. 128, 32–37 (2018)

    Article  Google Scholar 

  13. Fowler, M.: Domain Specific Languages, 1st edn. Addison-Wesley Professional, Boston (2010)

    Google Scholar 

  14. Gaouar, L., Benamar, A., Le Goaer, O., Biennier, F.: HCIDL: Human-computer interface description language for multi-target, multimodal, plastic user interfaces. Future Comput. Inform. J. 3(1), 110–130 (2018)

    Article  Google Scholar 

  15. González García, C., Núñez-Valdez, E.R., Moreno-Ger, P., González Crespo, R., Pelayo G-Bustelo, B.C., Cueva Lovelle, J.M.: Agile development of multiplatform educational video games using a domain-specific language. Univ. Access Inf. Soc. 18(3), 599–614 (2019)

    Article  Google Scholar 

  16. Jain, A., Kulkarni, G., Shah, V.: Natural language processing. Int. J. Comput. Sci. Eng. 6, 7 (2018)

    Google Scholar 

  17. Jolak, R., Vesin, B., Chaudron, M.R.V.: Using voice commands for UML modelling support on interactive whiteboards: insights & experiences. In: CIbSE 2017 - XX Ibero-American Conference on Software Engineering, pp. 85–98 (2017)

    Google Scholar 

  18. Ko, A., et al.: The state of the art in end-user software engineering. ACM Comput. Surv. 43(3), 1–44 (2011)

    Article  MathSciNet  Google Scholar 

  19. Maceli, M.G.: Tools of the trade: a survey of technologies in end-user development literature. In: Barbosa, S., Markopoulos, P., Paternò, F., Stumpf, S., Valtolina, S. (eds.) IS-EUD 2017. LNCS, vol. 10303, pp. 49–65. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-58735-6_4

    Chapter  Google Scholar 

  20. Mernik, M., Heering, J., Sloane, A.M.: When and how to develop domain-specific languages. ACM Comput. Surv. 37(4), 316–344 (2005)

    Article  Google Scholar 

  21. Núñez-Valdez, E.R., García-Díaz, V., Lovelle, J.M.C., Achaerandio, Y.S., González-Crespo, R.: A model-driven approach to generate and deploy videogames on multiple platforms. J. Ambient Intell. Humaniz. Comput. 8(3), 435–447 (2017)

    Article  Google Scholar 

  22. Pane, J., Myers, B.: More natural programming languages and environments. In: Lieberman, H., Paternò, F., Wulf, V. (eds.) End User Development. Human-Computer Interaction Series, vol. 9, pp. 31–50. Springer, Dordrecht (2006). https://doi.org/10.1007/1-4020-5386-X_3

    Chapter  Google Scholar 

  23. Pérez-Soler, S., Guerra, E., de Lara, J.: Collaborative modeling and group decision making using chatbots in social networks. IEEE Softw. 35(6), 48–54 (2018)

    Article  Google Scholar 

  24. Rosenblatt, L.: VocalIDE: an IDE for programming via speech recognition. In: Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 417–418. ACM (2017)

    Google Scholar 

  25. Selic, B.: The pragmatics of model-driven development. IEEE Softw. 20(5), 19–25 (2003)

    Article  Google Scholar 

  26. Solís-Martínez, J., Espada, J.P., García-Menéndez, N., Pelayo G-Bustelo, B.C., Cueva Lovelle, J.M.: VGPM: using business process modeling for videogame modeling and code generation in multiple platforms. Comput. Stand. Interfaces 42, 42–52 (2015)

    Article  Google Scholar 

  27. Vaziri, M., Mandel, L., Shinnar, A., Siméon, J., Hirzel, M.: Generating chat bots from web API specifications. In: Proceedings of the ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software, vol. 14, pp. 44–57 (2017)

    Google Scholar 

  28. Whittle, J., Hutchinson, J., Rouncefield, M.: The state of practice in model-driven engineering. IEEE Softw. 31(3), 79–85 (2014)

    Article  Google Scholar 

  29. Wijman, T.: Mobile revenues account for more than 50 of the global games market as it reaches 137.9 billion in 2018 (2018). https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/

  30. Yannakakis, G.N., Togelius, J.: Artificial Intelligence and Games. Springer, Heidelberg. https://doi.org/10.1007/978-3-319-63519-4. http://gameaibook.org

    Book  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Rubén Baena-Perez .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Baena-Perez, R., Ruiz-Rube, I., Dodero, J.M., Bolivar, M.A. (2020). A Framework to Create Conversational Agents for the Development of Video Games by End-Users. In: Dorronsoro, B., Ruiz, P., de la Torre, J., Urda, D., Talbi, EG. (eds) Optimization and Learning. OLA 2020. Communications in Computer and Information Science, vol 1173. Springer, Cham. https://doi.org/10.1007/978-3-030-41913-4_18

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-41913-4_18

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-41912-7

  • Online ISBN: 978-3-030-41913-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics