A generic dialogue manager, previously used in real-world spoken language applications for databases and call-routing, was redeployed in an existing spoken language interface to a 2D game system, which required spatial reasoning, absent in previous applications. This was accomplished by separating general, domain, and application specific knowledge from the machinery, reusing the machinery and the general knowledge, and exploiting ergonomic specification languages for the remaining knowledge. The clear-cut agent-based architecture also contributed strongly to the success of the undertaking. © 2008 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Corradini, A., & Samuelsson, C. (2008). A generic spoken dialogue manager applied to an interactive 2D game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5078 LNCS, pp. 2–13). https://doi.org/10.1007/978-3-540-69369-7_2
Mendeley helps you to discover research relevant for your work.