Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town

Authors

  • James Ryan University of California, Santa Cruz
  • Michael Mateas University of California, Santa Cruz
  • Noah Wardrip-Fruin University of California, Santa Cruz

DOI:

https://doi.org/10.1609/aiide.v12i1.12877

Keywords:

natural language generation, autonomous characters, dialogue, context-free grammars

Abstract

The Expressive Intelligence Studio is developing a new approach to freeform conversational interaction in playable media that combines dialogue management, natural language generation (NLG), and natural language understanding. In this paper, we present our method for dialogue generation, which has been fully implemented in a game we are developing called Talk of the Town. Eschewing a traditional NLG pipeline, we take up a novel approach that combines human language expertise with computer generativity. Specifically, this method utilizes a tool that we have developed for authoring context-free grammars (CFGs) whose productions come packaged with explicit metadata. Instead of terminally expanding top-level symbols — the conventional way of generating from a CFG — we employ an unusual middle-out procedure that targets mid-level symbols and traverses the grammar by both forward chaining and backward chaining, expanding symbols conditionally by testing against the current game state. In this paper, we present our method, discuss a series of associated authoring patterns, and situate our approach against the few earlier projects in this area.

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Published

2021-06-25

How to Cite

Ryan, J., Mateas, M., & Wardrip-Fruin, N. (2021). Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 12(1), 204-210. https://doi.org/10.1609/aiide.v12i1.12877