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DIMEA
2007

Dialogs taking into account experience, emotions and personality

13 years 8 months ago
Dialogs taking into account experience, emotions and personality
This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the project is to provide generic solutions for the integration of autonomous Non Player Characters (NPCs) in next-generation adventure games. DEEP NPCs, equipped with a personality and a believable emotional engine, will use contextbased information from the game environment and the player behavior to provide entertaining, rich and relevant dialogs.
Anne-Gwenn Bosser, Guillaume Levieux, Karim Sehaba
Added 14 Aug 2010
Updated 14 Aug 2010
Type Conference
Year 2007
Where DIMEA
Authors Anne-Gwenn Bosser, Guillaume Levieux, Karim Sehaba, Axel Buendia, Vincent Corruble, Guillaume de Fondaumière
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