tailieunhanh - Báo cáo khoa học: "Talking NPCs in a Virtual Game World"

This paper describes the KomParse system, a natural-language dialog system in the three-dimensional virtual world Twinity. In order to fulfill the various communication demands between nonplayer characters (NPCs) and users in such an online virtual world, the system realizes a flexible and hybrid approach combining knowledge-intensive domainspecific question answering, task-specific and domain-specific dialog with robust chatbot-like chitchat. Metaversum1. | Talking NPCs in a Virtual Game World Tina Kluwer Peter Adolphs Feiyu Xu Hans Uszkoreit Xiwen Cheng Deutsches Forschungszentrum fur Kiinstliche Intelligenz DFKI Projektburo Berlin Alt-Moabit 91c 10559 Berlin Germany feiyu uszkoreit @ Abstract This paper describes the KomParse system a natural-language dialog system in the three-dimensional virtual world Twinity. In order to fulfill the various communication demands between nonplayer characters NPCs and users in such an online virtual world the system realizes a flexible and hybrid approach combining knowledge-intensive domainspecific question answering task-specific and domain-specific dialog with robust chatbot-like chitchat. 1 Introduction In recent years multi-user online games in virtual worlds such as Second Life or World of Warcraft have attracted large user communities. Such virtual online game worlds provide new social and economic platforms for people to work and interact in. Furthermore virtual worlds open new perspectives for research in the social behavioral and economic sciences as well as in human-centered computer science Bainbridge 2007 . Depending on the game type non-player characters NPCs are often essential for supporting the game plot for making the artificial world more vivid and ultimately for making it more immersive. In addition NPCs are useful to populate new worlds by carrying out jobs the user-led characters come in touch with. The range of functions to be filled by NPCs is currently still strongly restricted by their limited capabilities in autonomous acting and communication. This shortcoming creates a strong need for progress in areas such as AI and NLP especially their planning and dialog systems. The KomParse system described in this paper provides NPCs for a virtual online world named Twinity a product of the Berlin startup company Metaversum1. The KomParse NPCs offer various services through conversation with game users using .

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