Category: Conversation Systems (page 2 of 2)

Dialog templates: Localize and customize your NPC dialog

Localization and customization is a big deal…

Of all of the feedback I’ve received during GDC when talking about Interrogative, one of the most received was that of being able to localize the dialog generated. That’s a valid concern: Games these days launch in multiple countries at once, or with localized versions following very closely behind the primary-language version. The amount of effort for such a task is actually pretty big, unless you’re working on an online game with massive amounts of text that needs to be converted, in which case the task is absolutely monumental. I could forgive people for looking at tech that generated dialog with localizing near the top of their list of features they would need to assure them that this tech was for them.

Fortunately, Interrogative has a solution. And it goes hand in hand with being able to do a ton of other cool things with dialog…

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Melting and congealing: My brain on GDC…

I’m Fried from GDC…

GDC is always a good time, and it never fails to absolutely liquefy the wrinkly organ between my ears for at least a couple of days afterwards as my neurons rearrange themselves to integrate everything I’ve absorbed. Having Daylight Savings Time occur a day after I get back and before I’ve dealt with the jet-lag is not helping me with that task. Suffice it to say that GDC and the AI Summit were great, as were the sessions I attending for things like morality and characters in the Narrative Summit (because Personality-based AI makes morality topical!), and procedural content generation talks such as that given by Esri for their CityEngine tech. That, and seeing all the guys and girls I usually only get to see once a year at GDC and trade brain cells with, which is always a hoot.

Also, I gave a few demos of Interrogative…

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Knowledge Levels: Let your information run deep…

In the previous blog, I discussed the progress I had made with Interrogative 3, and realized that up to now, I had not discussed something that is core to how NPCs communicate with players (or, eventually, each other): Knowledge Levels. It’s important to understand what this is to see that Interrogative is not just some run-of-the-mill dialog tree implementation, and a lot deeper than just a collection of semantic data that can be used to sling facts at players.

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Touchy subjects, Opinions, and other things getting thrown into Interrogative 3

Whew! Just closed out the 0.8 milestone for Interrogative 3 this weekend, and I only had one task carry over into the next milestone. There’s a really good reason for that happening, too, but first, a few tidbits on what got added during this milestone, since the last week or two have been quiet…

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PAI – The case for Jekyll and Hyde

They, who are not what they seem…

This week, I’m talking about personalities that are not what they seem, and Jekyll and Hyde is one of the best examples. A mild-mannered man (Dr Jekyll) drinks a potion that turns him into a sociopath known as Mr Hyde (read the plot here), and though they are one and the same person, their personalities are completely different. Another example, from the real world this time, would be serial killers who manage to live double lives. Some were even pillars of the community, caught only when they got sloppy, and shocking everyone around them.

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Interrogative 3.0 – Just the facts, and maybe a bit more…

On Data…

Previously, I talked about some very generic things regarding Interrogative 3 that I wanted to accomplish. Specifically, I wanted to make the dialog more procedurally generated, and to be able to access data that could be updated or “live”. With the previous versions of Interrogative, the problem was that most dialog that the NPC had to say was written by a writer. A sentence like “Old Farmer Johnson is a jerk” was written manually, and was basically static data. If you wanted more opinions on Old Farmer Johnson, you had to type them in.

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Interrogative 3.0: Why the Conversation Focus?

NPCs have to talk…

Some time has passed since I first wrote Interrogative 2.0, and I’ve learned some things since then. The first is that people might be interested in such a thing as a product. The second is that it’s capable of so much more than what I had originally made it do. Another thing I’ve learned about is semantic data, which involves triples that allow me to work with data with more flexibility, but that sort of thing will be displayed in future blogs. Something that you might want to know about is why I focus so much on conversation, when that’s obviously just a feature being driven by personality traits that are driving AI.

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Interrogative: The Need for Better Characters

A New Focus

BablBrain represents a focus on AI, gameplay, and procedural content for online gaming. I’ll be doing a lot of blogging about the newest version of an AI technology I call Interrogative, as well as taking some tangents to talk about things like procedural content generation and some subjects to do with game mechanics.

There’s a lot to talk about regarding Interrogative 3 and its possibilities- but first, a trip down memory lane…

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