Hugo Pinto—University of Sheffield
Since the 1970s, with Colossal Cave Adventure, game developers have pursued the goal of allowing the user to interact with the game using natural language. Progress in the area has been slow but steady, as shown by Neverwinter Nights and Lifeline. These games pushed the boundaries of text-based and speech-based interaction in games.
At the center of every interactive language system, be it speech or text-based, lies the dialogue manager (DM). This component is responsible for determining what will be said at any time, based on what has already been talked about, the goals of the character, and its possible actions.
In this article, we present the main techniques and paradigms ...