Dialogs taking into account experience, emotions and personality

  • Authors:
  • Anne-Gwenn Bosser;Guillaume Levieux;Karim Sehaba;Axel Buendia;Vincent Corruble;Guillaume de Fondaumière;Viviane Gal;Stéphane Natkin;Nicolas Sabouret

  • Affiliations:
  • Conservatoire National des Arts et Métiers, Paris, France;Conservatoire National des Arts et Métiers, Paris, France;Laboratoire d'Informatique de Paris 6, Université Pierre et Marie Curie, Paris 6, France;SpirOps, Paris, France;Laboratoire d'Informatique de Paris 6, Université Pierre et Marie Curie, Paris 6, France;Quantic Dream, Paris, France;Conservatoire National des Arts et Métiers, Paris, France;Conservatoire National des Arts et Métiers, Paris, France;Laboratoire d'Informatique de Paris 6, Université Pierre et Marie Curie, Paris 6, France

  • Venue:
  • ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
  • Year:
  • 2007

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Abstract

This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the project is to provide generic solutions for the integration of autonomous Non Player Characters (NPCs) in next-generation adventure games. DEEP NPCs, equipped with a personality and a believable emotional engine, will use context-based information from the game environment and the player behavior to provide entertaining, rich and relevant dialogs.