Dialogs taking into account experience, emotions and personality

  • Authors:
  • Anne-Gwenn Bosser;Guillaume Levieux;Karim Sehaba;Axel Buendia;Vincent Corruble;Guillaume de Fondaumière

  • Affiliations:
  • C.E.D.R.I.C./C.N.A.M., Paris, France;C.E.D.R.I.C./C.N.A.M., Paris, France;Université Pierre et Marie, Avenue du Président, Kennedy, Paris, France;SpirOps, Passage de la Bonne, Graine, Paris, France;Université Pierre et Marie, Avenue du Président, Kennedy, Paris, France;Quantic Dream, Boulevard Davout, Paris, France

  • Venue:
  • Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
  • Year:
  • 2007

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Abstract

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 context-based information from the game environment and the player behavior to provide entertaining, rich and relevant dialogs.