PL EN


2018 | 368 | 67-75
Article title

Dialog w grach poważnych

Content
Title variants
EN
Dialogue in serious games
Languages of publication
PL
Abstracts
PL
Gry – a szczególnie gry poważne – coraz chętniej wykorzystywane są w organizacjach. Realistyczne zachowanie postaci niezależnych w grach poważnych jest jednym z kluczowych aspektów decydujących o pozytywnym odbiorze gry przez jej uczestników. Celem artykułu jest przedstawienie kwestii związanych z wykorzystaniem metod sztucznej inteligencji w sterowaniu zachowaniem postaci niezależnych – w sterowaniu dialogiem. W artykule oprócz przedstawienia genezy gier poważnych dokonano przeglądu literatury związanej z organizacją dialogu w grach poważnych.
EN
Games, especially serious games, are more and more willingly used in organizations. Realistic behaviour of independent characters in serious games is one of the key aspects determining the positive reception of the game by its participants. The aim of the article is to present issues related to the use of artificial intelligence methods in controlling the behaviour of independent characters – dialogue control. In the article, apart from the presentation of the genesis of serious games, a review of literature related to the organization of dialogue in serious games has been carried out.
Year
Volume
368
Pages
67-75
Physical description
Contributors
  • Uniwersytet Ekonomiczny w Katowicach. Wydział Informatyki i Komunikacji. Katedra Projektowania i Analizy Komunikacji
References
  • Abt C.C. (1970), Serious Games, Viking Press, New York.
  • Brisson A., Pereira G., Prada R., Paiva A., Louchart S., Suttie N., Lim T., Bidarra R., Bellotti F., Kravcik M., Oliveira M. (2012), Artificial Intelligence and Personalization Opportunities for Serious Games [w:] Proceedings of AAAI Workshop on Human Computation in Digital Entertainment and Artificial Intelligence for Serious Games, Co-located with AIIDE 2012 – 8th Conference on Artificial Intelligence and Interactive Digital Entertainment, October.
  • Brusk J., Lager T. (2008), Developing Natural Language Enabled Games in SCXML, “Journal of Advanced Computational Intelligence and Intelligent Informatics”, Special Issue on Intelligence Techniques in Computer Games and Simulation, Vol. 12, No. 2, s. 156-163.
  • Brusk J., Lager T., Hjalmarsson A., Wik P. (2007), DEAL – Dialogue Management in SCXML for Believable Game Characters [w:] Proceedings of the 2007 Conference on Future Play, November 14-18, Toronto, Canada, New York, NY, USA.
  • Frutos-Pascual M., Zapirain B.G. (2017), Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning, “IEEE Transactions on Computational Intelligence and AI in Games”, Vol. 9, Iss. 2, s. 133-152.
  • Garris R., Ahlers R., Driskell J.E. (2002), Games, Motivation, and Learning: A Research and Practice Model, “Simulation & Gaming”, Vol. 33, s. 441-467.
  • Kim J., Hill R.W., Durlach P., Lane H., Forbell E., Core M., Marsella S.C., Pynadath D.V., Hart J. (2009), BiLAT: A Game-based Environment for Practicing Negotiation in a Cultural Context, “International Journal of Artificial Intelligence in Education”, Vol. 19, s. 289-308.
  • Laamarti F., Eid M.A., El-Saddik A. (2014), An Overview of Serious Games, “International Journal of Computer Games Technology” October, s. 1-15.
  • Larsen A.J. (2014), A Chatbot Service for use in Video Game Development, http://hdl.handle.net/10539/17551 (dostęp: 10.04.2018).
  • Rose C.M. (2014), Realistic Dialogue Engine for Video Games, Electronic Thesis and Dissertation Repository, Paper 2652.
  • Sawyer B., Rejeski D. (2002), Serious Games: Improving Public Policy Through Game-based Learning and Simulation, Woodrow Wilson International Center for Scholars, Washington.
  • SCXML (2015), State Chart XML (SCXML): State Machine Notation for Control Abstraction, W3C Recommendation, 1 September.
  • Van Rosmalen P., Eikelboom J., Bloemers E., Van Winzum K., Spronck P. (2012), Towards a Game-Chatbot: Extending the Interaction in Serious Games [w:] P. Felicia (ed.), Proceedings of the 6th European Conference on Games Based Learning, 4-5 October 2012, Cork, Ireland, Academic Publishing International Limited, Reading, UK, s. 525-532.
  • Wilkinson P. (2015), A Brief History of Serious Games, “Entertainment Computing and Serious Games”, LNCS 9970, s. 17-41.
  • Yannakakis G.N., Togelius J. (2018), Artificial Intelligence and Games, Springer.
Document Type
Publication order reference
Identifiers
ISSN
2083-8611
YADDA identifier
bwmeta1.element.cejsh-c1971c90-6bc6-464a-b6f4-213c693f2f1a
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