The society of mind
Algorithms on strings, trees, and sequences: computer science and computational biology
Algorithms on strings, trees, and sequences: computer science and computational biology
Speech Communication - Special issue on interactive voice technology for telecommunication applications (IVITA '96)
Maintaining knowledge about temporal intervals
Communications of the ACM
The Mythical Man-Month: Essays on Softw
The Mythical Man-Month: Essays on Softw
Interactive drama, art and artificial intelligence
Interactive drama, art and artificial intelligence
Proceedings of the 11th international conference on Intelligent user interfaces
Learning empathy: a data-driven framework for modeling empathetic companion agents
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Automatic learning and generation of social behavior from collective human gameplay
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Optimizing dialogue management with reinforcement learning: experiments with the NJFun system
Journal of Artificial Intelligence Research
Extracting chatbot knowledge from online discussion forums
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Extracting aspects of determiner meaning from dialogue in a virtual world environment
IWCS '11 Proceedings of the Ninth International Conference on Computational Semantics
Research in interactive drama environments, role-play and story-telling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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Mining data from online games provides a potential alternative to programming behavior and dialogue for characters in interactive narratives by hand. Human annotation of course-grained tasks can provide explanations that make the data more useful to an AI system, however human labor is expensive. We describe a semi-automatic methodology for recognizing tasks in gameplay traces, including an annotation tool for non-experts, and a runtime algorithm. Our results show that this methodology works well with a large corpus from one game, and suggests the possibility of refactoring the development process for interactive narratives.