Most computer game characters are either ``talkers,' i.e., they engage in dialogue with the player, or ``fighters,' i.e., they engage in actions against or with the player, and that may affect the virtual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computational linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games.
Identifer | oai:union.ndltd.org:wpi.edu/oai:digitalcommons.wpi.edu:etd-theses-1844 |
Date | 27 May 2010 |
Creators | Hanson, Philip |
Contributors | Charles Rich, Advisor, Neil T. Heffernan, Reader, |
Publisher | Digital WPI |
Source Sets | Worcester Polytechnic Institute |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Masters Theses (All Theses, All Years) |
Page generated in 0.0019 seconds