Title
Glengarry Glen Ross: Using BDI for sales game dialogues
Author
Muller, T.J.
Heuvelink, A.
van den Bosch, K.
Swartjes, I.
Publication year
2012
Abstract
Serious games offer an opportunity for players to learn communication skills by practicing conversations with non-playing characters (NPCs). To realize this potential, the player needs freedom of play to discover the relationships between its actions and their effects on the partner and the conversation. Scripting is currently the common approach to design in-game dialogue. Although scripting is a robust technique, the approach tends to produce deterministic conversations, allowing little control to the player. It is claimed that a Belief-Desire-Intention (BDI) approach to model the behavior of NPCs allows greater freedom to the player, and delivers better scalability and re-use of dialogues. This claim is evaluated by using BDI in the development of a sales-talk training game in the real-estate domain. It is concluded that BDI enables representative NPCs that respond appropriately and the game allows the player its freedom of choice to explore. The results also showed that BDI brings about new challenges to address, in order to further increase the quality of in-game dialogue.
Subject
Human
TPI - Training & Performance Innovations PCS - Perceptual and Cognitive Systems
BSS - Behavioural and Societal Sciences
Training
Information Society
Intelligent agents
Behavior modeling
Training
Virtual characters
Serious gaming
BDI
To reference this document use:
http://resolver.tudelft.nl/uuid:9e87b616-c381-4c12-a8fc-6bf61b7b6b10
TNO identifier
461938
Source
8th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2012, 8 October 2012 through 12 October 2012, Stanford, CA, 167-172
Document type
conference paper