The automated design of believable dialogues for animated presentation teams
Embodied conversational agents
Archetype-Driven Character Dialogue Generation for Interactive Narrative
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Individual and domain adaptation in sentence planning for dialogue
Journal of Artificial Intelligence Research
Using linguistic cues for the automatic recognition of personality in conversation and text
Journal of Artificial Intelligence Research
Individuality and alignment in generated dialogues
INLG '06 Proceedings of the Fourth International Natural Language Generation Conference
Rules of engagement: moving beyond combat-based quests
Proceedings of the Intelligent Narrative Technologies III Workshop
Towards personality-based user adaptation: psychologically informed stylistic language generation
User Modeling and User-Adapted Interaction
Controlling user perceptions of linguistic style: Trainable generation of personality traits
Computational Linguistics
Proceedings of the 6th International Conference on Foundations of Digital Games
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This paper presents a method for learning models of character linguistic style from a corpus of film dialogues and tests the method in a perceptual experiment. We apply our method in the context of SpyFeet, a prototype role playing game. In previous work, we used the Personage engine to produce restaurant recommendations that varied according to the speaker's personality. Here we show for the first time that: (1) our expressive generation engine can operate on content from the story structures of an RPG; (2) Personage parameter models can be learned from film dialogue; (3) Personage rule-based models for extraversion and neuroticism are be perceived as intended in a new domain (SpyFeet character utterances); and (4) that the parameter models learned from film dialogue are generally perceived as being similar to the character that the model is based on. This is the first step of our long term goal to create off-the-shelf tools to support authors in the creation of interesting dramatic characters and dialogue partners, for a broad range of types of interactive stories and role playing games.