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Scarlett Mansion - AIML Based Game

Kategoria produktu
Nauki techniczne » Informatyka
ISBN
978-83-7464-562-1
Typ publikacji
monografia
Format
B5
Oprawa
miękka
Liczba stron
108
Rok wydania
2012
Wydanie
1
Opis

This work introduces the reader to a role-playing game based on dialogue systems implemented in AIML. Some aspects of natural language processing are presented, as well as examples of their applications, not only related to the game. Some aspects of semantic analysis and understanding of natural languages by a computer are described, however, the book is not a complete textbook about NLP.
AIML is presented as a specialised language for dialogue systems. It has very few options regarding memory of the bots. This work contains a description of implementation of our own method to provide time flow and impact of events on dialogues. Besides the description of the plot and setting, the publication also contains technical details and a manual for those who are willing to make their AIML bots reactive to some events. A complete working example is presented as well.
Several other applications of dialogue systems are presented, including call centres and website chatterbots. Prime Speech system for public transport in Warsaw is described as an example of automatic call-centre. Chatterbots are covered by Stanusch Technologies examples. Another application which is described is a game called Fa¸cde, which allows natural dialogues in communication with non-player characters.
A substantial part of the work is focused on a plot of Scarlett Mansion, which is an innovative role-playing computer game. The game is based on interactions (dialogues) between seven non-player characters involved in a crime. The difference to a standard solution is that a player can write anything to any of the characters and they respond accordingly, thanks to applied dialogue systems.
The theme of the game is that there were eight people in a house and one of them has been killed. A player is a detective who can speak with each of the other seven and by this conversation has to decide which of them is the murderer.
Some suggestions how to make attractive games are presented as well. These are keeping a plot in loops and providing challenges and victories in a good balance. In the end, plans for future development of Scarlett Mansion are described.

Spis treści

1 Introduction 9
2 Dialogue systems 13
2.1 Meanings by compositionality  14
2.1.1 Semantics notation  15
2.1.2 Semantic analysis and modelling  17
2.1.3 Cyc and ontologies  19
2.2 Natural language understanding  19
2.2.1 Proper name identification  20
2.2.2 Part of speech tagging  21
2.2.3 Parsing  22
2.3 AIML  23
2.4 Modern trends in dialogue systems  26
3 Some examples of dialogue systems applications  29
3.1 Chattebots for websites  29
3.2 Automatic call-centre  32
3.3 Fa¸cade - Interactive drama  34
4 Scarlett Mansion plot 37 4.1 Setting  37
4.2 Well known facts  38
4.3 Facts known only by specific suspects  39
4.4 Crucial events  40
4.5 Reactions of suspects  41
4.6 Time limit  42
4.7 Elizabeth Scarlett  43
4.8 Colonel Mustard  45
4.9 Maria Scarlett  47
4.10 Eva Scarlett  50
4.11 Eric  52
4.12 Sir Garen Graf von Noxia und Demacia  55
4.13 Maid of the family (Miss Fortune)  57
5 Technical information 59 5.1 Bot states  59
5.2 Bot naming convention  60
5.3 Special sentences  61
5.4 Plot configuration file  62
5.4.1 Bot transitions  63
5.4.2 Crucial events  64
5.4.3 Time limit  66
5.4.4 Game end  67
5.5 Middleware  67
5.6 An example of a bot change  68
6 Attractions of role-playing games 73
6.1 Traditional dialogues  74
6.2 Game loops  75
6.3 Challenges  76
7 Plans and conclusions  77
8 Annex - Eva’s bot  85

Spis treści
Cena
0,00
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