Category: Game Mechanics

Using a dictionary to build graphs from text

Like a drunk who wakes up in the alleyway after a bender, I’m sitting here typing about some recent months of progress in natural language processing, especially where it concerns using a dictionary to help parse the language. It’s all still related to the Interrogative AI I’ve been working on, of course, and for conversational AI in general.

Basically, the problem I was facing was how to interpret what a player says to a character. At first, I resorted to simple actions that the NPC would filter through their personality traits to respond to, and that was okay. Then, I went a bit further, since I was implementing a text interface for a demo, and included a list of words and simple sentiment markup (-1 for negative, 0 for neutral, 1 for positive) that I’d find in statements.

That was less okay, as I quickly found that unrestricted text input makes for some statements that are open to interpretation. Then, I decided to look back to how I’m using attributes in the AI for inspiration. Maybe expanding the attributes to be a lot more flexible was an idea that will pay off better than I originally thought. Read on, my friends…

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Lying and bad memory for your NPCs

People tell lies all of the time…

We’ve all told lies. From when you were a little kid trying to avoid punishment to the other day…when you were trying to avoid punishment. Lying is mostly about avoiding something that is harder. Avoiding judgement, punishment, awkward conversations, or more serious confrontations. Lies have a good deal of utility. Manipulating the knowledge you have can gain you an advantage over others, or mitigate certain circumstances. It is so prevalent in human society that most religious, cultural, and political power structures have varying amounts of laws, rules, and norms dedicated to when and why it is appropriate or inappropriate to lie.

Obviously, if we’re working on a conversational AI, we’re going to want to look at this behavior!

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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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