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Building an Open-Ended Conversation System for Expressive Game Characters
Interaction with game characters has long been striving to move past simply killing them. Static characters ruin immersion and conversation menus are clunky and repetitive, particularly in ultra-realistic contexts like VR and AR. What's needed is a more natural way of interacting with characters that is not only deep, but natural-feeling. Drawing on expertise from both AI and interactive story, this lecture describes the challenges faced when building a system for open-ended conversation. It explains techniques including classifying freeform player input, assembling naturalistic responses from underlying knowledge models, and helping writers author content for a non-linear and combinatorial system.
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