Proceedings:
Artificial Intelligence and Interactive Entertainment II
Volume
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Papers from the 2002 AAAI Spring Symposium
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Abstract:
While it seems desirable to have game characters that interact socially with human players, implementing such interactions in game contexts remains difficult. This paper argues that the implementation of rudimentary social skills can be simplified considerably by explicitly modeling situations in which the agent may find himself and, furthermore, it can be accomplished without having to engage expensive linguistic models. The conclusion is a sketch of a new system that attempts such limited social interactions with human players.
Spring
Papers from the 2002 AAAI Spring Symposium