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Creative contextual dialog adaptation in an open world RPG

Published: 26 August 2019 Publication History

Abstract

Role playing games rely typically on hand-written dialog that has no flexibility in adapting to the game state such as the level of the player. This is an even bigger problem for open world RPGs that make it possible to complete the game quests and objectives virtually in any given order. We present a computationally creative method for adapting Fallout 4 dialog to the changes in the game state using word embeddings for semantics and a BRNN for sequence-to-sequence paraphrasing of syntax.

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Cited By

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  • (2024)Managing and controlling digital role-playing game elements: A current state of affairsEntertainment Computing10.1016/j.entcom.2024.10070851(100708)Online publication date: Sep-2024
  • (2023)Personalized Quest and Dialogue Generation in Role-Playing Games: A Knowledge Graph- and Language Model-based ApproachProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581441(1-20)Online publication date: 19-Apr-2023
  • (2023)Exploring Agartha: A Subterranean Odyssey2023 International Conference on Recent Advances in Science and Engineering Technology (ICRASET)10.1109/ICRASET59632.2023.10420246(1-6)Online publication date: 23-Nov-2023
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cover image ACM Other conferences
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
August 2019
822 pages
ISBN:9781450372176
DOI:10.1145/3337722
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 August 2019

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Author Tags

  1. computational creativity
  2. contextual adaptation
  3. dialog generation
  4. video game dialog

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  • Research-article

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FDG '19

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FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)Managing and controlling digital role-playing game elements: A current state of affairsEntertainment Computing10.1016/j.entcom.2024.10070851(100708)Online publication date: Sep-2024
  • (2023)Personalized Quest and Dialogue Generation in Role-Playing Games: A Knowledge Graph- and Language Model-based ApproachProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581441(1-20)Online publication date: 19-Apr-2023
  • (2023)Exploring Agartha: A Subterranean Odyssey2023 International Conference on Recent Advances in Science and Engineering Technology (ICRASET)10.1109/ICRASET59632.2023.10420246(1-6)Online publication date: 23-Nov-2023
  • (2023)Chatter Generation through Language Models2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333244(1-6)Online publication date: 21-Aug-2023
  • (2022)Video Games as a Corpus: Sentiment Analysis using Fallout New Vegas DialogProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555930(1-4)Online publication date: 5-Sep-2022

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