Designing SpeechActs: issues in speech user interfaces
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The media equation: how people treat computers, television, and new media like real people and places
Embodied conversational interface agents
Communications of the ACM
Learning the risk board game with classifier systems
Proceedings of the 2002 ACM symposium on Applied computing
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Caring for Agents and Agents that Care: Building Empathic Relations with Synthetic Agents
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 1
Establishing and maintaining long-term human-computer relationships
ACM Transactions on Computer-Human Interaction (TOCHI)
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
On using multi-agent systems in playing board games
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
iCat: an affective game buddy based on anticipatory mechanisms
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
iCat, the chess player: the influence of embodiment in the enjoyment of a game
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
User experience over time: an initial framework
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using anticipation to create believable behaviour
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
Designing a game companion for long-term social interaction
Proceedings of the International Workshop on Affective-Aware Virtual Agents and Social Robots
Assessing the effects of building social intelligence in a robotic interface for the home
Interacting with Computers
MeBot: a robotic platform for socially embodied presence
Proceedings of the 5th ACM/IEEE international conference on Human-robot interaction
Expressing emotions on robotic companions with limited facial expression capabilities
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
The illusion of robotic life: principles and practices of animation for robots
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Towards the next generation of board game opponents
Proceedings of the 6th International Conference on Foundations of Digital Games
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The real challenge of creating believable and enjoyable board game artificial opponents lies no longer in analysing millions of moves per minute. Instead, it lies in creating opponents that are socially aware of their surroundings and that can interact socially with other players. In traditional board games, where face-to-face interactions, social actions and strategic reasoning are important components of the game, artificial opponents are still difficult to design. In this paper, we present an initial effort towards the design of board game opponents that are perceived as socially present and can socially interact with several human players. To accomplish this, we begin by an overview of board game artificial opponents. Then we describe design guidelines for developing empirically inspired social opponents for board games. These guidelines will be illustrated by concrete examples in a scenario where a digital table is used as a user interface, and an intelligent social robot plays Risk against three human opponents.