A computational theory of grounding in natural language conversation
A computational theory of grounding in natural language conversation
Building natural language generation systems
Building natural language generation systems
Where "Ignoring delete lists" works: local search topology in planning benchmarks
Journal of Artificial Intelligence Research
Artificial Intelligence for Games, Second Edition
Artificial Intelligence for Games, Second Edition
Automated planning for situated natural language generation
ACL '10 Proceedings of the 48th Annual Meeting of the Association for Computational Linguistics
Report on the second NLG challenge on generating instructions in virtual environments (GIVE-2)
INLG '10 Proceedings of the 6th International Natural Language Generation Conference
Generation of natural language explanations of rules in an expert system
CICLing'06 Proceedings of the 7th international conference on Computational Linguistics and Intelligent Text Processing
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The goal of this work is to design and implement an agent which generates hints for a player in a first person shooter game. The agent is a computer-controlled character which collaborates with the player to achieve the goal of the game. Such agent uses state of the art reasoning techniques from the area of artificial intelligence planning in order to come up with the content of the instructions. Moreover, it applies techniques from the area of natural language generation to generate the hints. As a result the instructions are both causally appropriate at the point in which they are uttered and relevant to the goal of the game.