Human-like computer game characters closer to reality

Mar 01 2014, 11:48 IST
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Computer game characters can become more human-like by embracing gossiping and lying, says a new study. Computer game characters can become more human-like by embracing gossiping and lying, says a new study.
SummaryComputer game characters can become more human-like by embracing gossiping, lying.

Computer game characters can become more human-like by embracing gossiping and lying, a new study has suggested.

"Imagine computer game characters who are socially intelligent with a natural dialogue, human-like in their ways of relating to others, who gossip, manipulate and have their own agendas," researchers said.

The latest study by researchers from the University of Gothenburg and the University of Skovde can make it possible.

"In today's computer games, we often see a goal-driven dialogue where the player is limited to a number of predefined response alternatives," said Jenny Brusk, lecturer in computer science at the University of Skovde.

"I study how we can use language technology to create more socially driven dialogues in games, with characters who can understand natural language. The objective has been to contribute to creating interesting and socially competent game characters by presenting models that are directly applicable with current technology," said Brusk.

To create socially intelligent characters, Brusk studied gossipping as a phenomenon and how it could be implemented in a dialogue system for games.

This implies a possibility to create more human-like game characters who for example are able to participate in social interaction and form relations with other characters.

"Gossip is a type of dialogue that defines our moral compass, and without it, we don't know what's socially accepted. Gossip is also a way to get to know each other and signals closeness. We learn to master social codes through gossip.

"A game character with a more human-like behaviour always seems more interesting. Take for example a character who lies, loses face or is manipulative," said Brusk.

The research is rooted in socio-linguistic science with complex dialogue systems. What is new with the research is that these dialogue models can be implemented using standard technology, making them directly accessible for today's game industry.

The research has other potential uses outside the computer game industry as well, researchers said.

"There's a strong interest in virtual people. The dialogue systems I present could for example be used in health-care by applying them on a virtual patient, or within language learning where you learn the social interaction and a new culture by conversing and chit-chatting," said Brusk.

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