AAAI Publications, Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference

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Social Play in Non-Player Character Dialog
Mike Treanor, Josh McCoy, Anne Sullivan

Last modified: 2015-09-23


Non-player characters in games generally lack believability and deep interactivity. The AI system Comme il Faut begins to tackle this by modeling social state and behaviors for game characters. The player initiates social exchanges and the dialog and outcome are generated and displayed in their entirety. In this paper we present a model called social prac-tices to extend Comme il Faut. Social practices increase the playability of social play by modeling social interactions at a more granular level and adding interactivity at each stage. This model also moves away from dialog trees to a more modular form of authoring to support the additional com-plexity.


social simulation; interactive narrative; NPC dialogue

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