Spoken multimodal dialogue systems in which users address faceonly or embodied interface agents have been gaining ground in research for some time. Although most systems are still...
Culture and emotions have a profound impact on human behavior. Consequently, high-fidelity simulated interactive environments (e.g., trainers and computer games) that involve virt...
Vadim Bulitko, Steve Solomon, Jonathan Gratch, Mic...
In this paper, we describe our experience with collecting and creating an annotated corpus of multi-party online conversations in a chat-room environment. This effort is part of a...
In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could ...
Kenneth O. Stanley, Igor Karpov, Risto Miikkulaine...
An arti cial life entertainment-software product called Creatures was released in Europe in late 1996 and in the United States and Japan in mid-1997. When installed on a domestic c...