Statecharts: A visual formalism for complex systems
Science of Computer Programming
The role of emotion in believable agents
Communications of the ACM
The Philips automatic train timetable information system
Speech Communication - Special issue on interactive voice technology for telecommunication applications
Toward conversational human-computer interaction
AI Magazine
Autonomous Agents and Multi-Agent Systems
Creating Interactive Virtual Humans: Some Assembly Required
IEEE Intelligent Systems
Generic personality and emotion simulation for conversational agents: Research Articles
Computer Animation and Virtual Worlds
Hierarchical parallel markov models for interactive social agents
Hierarchical parallel markov models for interactive social agents
Story and Simulations for Serious Games: Tales from the Trenches
Story and Simulations for Serious Games: Tales from the Trenches
Speech and Language Processing (2nd Edition)
Speech and Language Processing (2nd Edition)
Implementing Social Filter Rules in a Dialogue Manager Using Statecharts
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Dialogue management for social game characters using statecharts
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Embodied conversational agents in computer assisted language learning
Speech Communication
Guiding user adaptation in serious games
Agents for games and simulations II
Modeling parallel state charts for multithreaded multimodal dialogues
ICMI '11 Proceedings of the 13th international conference on multimodal interfaces
Organizing scalable adaptation in serious games
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
Modeling multimodal integration with event logic charts
Proceedings of the 14th ACM international conference on Multimodal interaction
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In order for game characters to be believable, they must appear to possess qualities such as emotions, the ability to learn and adapt as well as being able to communicate in natural language. With this paper we aim to contribute to the development of believable non-player characters (NPCs) in games, by presenting a method for managing NPC dialogues. We have selected the trade scenario as an example setting since it offers a well-known and limited domain common in games that support ownership, such as role-playing games. We have developed a dialogue manager in State Chart XML, a newly introduced W3C standard, as part of DEAL --- a research platform for exploring the challenges and potential benefits of combining elements from computer games, dialogue systems and language learning.