DFKI-LT - A Dialogue System for Conversational NPCs
A Dialogue System for Conversational NPCs
4 Paralinguistic Information and its Integration in Spoken Dialogue Systems, Granada, Spain, Springer, 2011
In virtual worlds of multi-user online games such as World of Warcraft and so- cial platforms such as Second Life Non-Player Characters (NPCs) have become an essential element. NPCs moderate the game plot, make the artificial world more vivid and create an immersive environment. They are also necessary to populate new worlds which otherwise would be deserted and unamusing. Especially, dia- logue and natural language abilities are important characteristics for entertaining NPCs, but the capabilities in autonomous acting and communication are still very limited. Most NPCs do not allow for natural language input and provide only a simple drop-down menu for dialogues with the user�s avatar. The system described in this paper provides NPCs which can be applied to vir- tual worlds. The prototype is running in a world named Twinity, a product of the Berlin startup company Metaversum1. Our system combines robust state-of-the-art technologies such as finite-state graphs with sophisticated language technology im- provements such as statistical dialogue act recognition and semantic analysis to offer robust and at the same time flexible NPCs for natural language interaction.