ABSTRACT
We describe an agent-based commentary system for computer games which produces real-time and post-game commentary for spectators. Our system adopts an embodied approach in which reporter agents are directly embodied within the game and are subject to the same constraints as players in terms of perception and movement. We analyse the results of an initial evaluation of the system in terms of the conflicting needs of players and spectators, and show that there is an 'optimal' number of reporter agents that is small enough to be tolerated and even welcomed by the players while at the same time producing commentary which is judged to be sufficiently complete, accurate and interesting by the spectators.
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