Social Play in Non-Player Character Dialog

Authors

  • Mike Treanor American University
  • Josh McCoy American University
  • Anne Sullivan American University

DOI:

https://doi.org/10.1609/aiide.v11i4.12838

Keywords:

social simulation, interactive narrative, NPC dialogue

Abstract

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.

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Published

2015-11-19

How to Cite

Treanor, M., McCoy, J., & Sullivan, A. (2015). Social Play in Non-Player Character Dialog. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11(4), 99–101. https://doi.org/10.1609/aiide.v11i4.12838