AI

Automated Generation of Conversational Non Player Characters

We present NPCAgency, a system of generating conversational non-player characters (NPC) based on predefined universe models, as well as author specification. Generated characters can be quite complex and a wide variety of them can be instantly created. We believe such a system can help solve two problems. First, the authorial burden of the game designer is lessened, allowing renderings of large numbers of NPCs, each with their own unique background and conversation topics, all conforming to the norms of a predefined “universe”.

Int'l. Conf. on Florida Artificial Intelligence Research Society (FLAIRS-26)

Event Date
Submission deadline

FLAIRS-26 takes the conference to St. Pete Beach: a barrier island on Florida's west coast. Famous for its Guinness World Record of 768 consecutive sunny days, St. Pete Beach and nearby St Petersburg feature endless soft, white, sandy beaches, and the warm lapping waters of the Gulf of Mexico.

Grapevine: A Gossip Generation System

Generating believable and contextual dialogue among non-playercharacters (NPC) remains one of the major challenges in interactive entertainment. Dialogue scenes in virtual environments are crucial to narrative progression and user believability, yet they continue to demand heavy authorial burden. In this paper, we describe our project Grapevine, a system for generating gossipstyle conversation. We model the gossip conversation with a series of speech-acts controlled by a dialogue manager. We model characters with traits derived from the Big Five theory of personality.