Statecharts: A visual formalism for complex systems
Science of Computer Programming
Improvising linguistic style: social and affective bases for agent personality
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Autonomous Agents and Multi-Agent Systems
Creating Interactive Virtual Humans: Some Assembly Required
IEEE Intelligent Systems
Believable agents: building interactive personalities
Believable agents: building interactive personalities
Generic personality and emotion simulation for conversational agents: Research Articles
Computer Animation and Virtual Worlds
DEAL: dialogue management in SCXML for believable game characters
Future Play '07 Proceedings of the 2007 conference on Future Play
ERIC: a generic rule-based framework for an affective embodied commentary agent
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Let's talk! Socially intelligent agents for language conversation training
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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Character development in games tend to refer to those features that augment the character's skills and experiences in order for it to become better equipped to meet the challenges in the game. We mean that the next step should be to provide the characters with social skills, including the ability to interact using natural language. To date an extensive amount of significant work has been done in the field of believable characters, but not specifically aimed at being placed in game worlds. This means that the methods used not necessarily meet the necessary requirements. In this paper we present a method we believe is capable of handling both game flow as well as dialogue flow, namely statecharts. By example we also show how to specify statecharts for describing socially intelligent dialogue behavior.