Dialogs taking into account experience, emotions and personality

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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. © IFIP International Federation for Information Processing 2007.

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Bosser, A. G., Levieux, G., Sehaba, K., Buendia, A., Corruble, V., De Fondaumière, G., … Sabouret, N. (2007). Dialogs taking into account experience, emotions and personality. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4740 LNCS, pp. 356–362). Springer Verlag. https://doi.org/10.1007/978-3-540-74873-1_42

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