-
2
-
-
4544232309
-
Interacting with virtual characters in interactive storytelling
-
Cavazza, M., et al. 2002. Interacting with Virtual Characters in Interactive Storytelling. In Proc. of AAMAS.
-
(2002)
Proc. of AAMAS
-
-
Cavazza, M.1
-
4
-
-
33746035713
-
Taking advantage of the situation: Non-linguistic context for natural language interfaces to interactive virtual environments
-
Fleischman, M. and Hovy, E. 2006. Taking Advantage of the Situation: Non-Linguistic Context for Natural Language Interfaces to Interactive Virtual Environments. In Proc. of IUI.
-
(2006)
Proc. of IUI
-
-
Fleischman, M.1
Hovy, E.2
-
5
-
-
0023454438
-
The vocabulary problem in human- system communications
-
Furnas, G., et al. 1987. The Vocabulary Problem in Human- System Communications. Communications of the ACM, 30.
-
(1987)
Communications of the ACM
, pp. 30
-
-
Furnas, G.1
-
6
-
-
0031246698
-
How may i help you?
-
Gorin, A., et al. 1997. How may I help you? Speech Communication, 23(1-2).
-
(1997)
Speech Communication
, vol.23
, Issue.1-2
-
-
Gorin, A.1
-
7
-
-
32344442600
-
Probabilistic grounding of situated speech using plan recognition and reference resolution
-
Gorniak, P., and Roy, D. 2005. Probabilistic Grounding of Situated Speech using Plan Recognition and Reference Resolution. In Proc. of lCMI.
-
(2005)
Proc. of LCMI
-
-
Gorniak, P.1
Roy, D.2
-
8
-
-
0000138396
-
Case based planning: A framework for planning from experience
-
Hammond, K.F. 1990. Case Based Planning: A Framework for Planning from Experience. Cognitive Science, 14(3).
-
(1990)
Cognitive Science
, vol.14
, Issue.3
-
-
Hammond, K.F.1
-
9
-
-
84883083752
-
A non-modal approach to integrating dialogue and action
-
Hanson, P. and Rich, C. 2010. A Non-Modal Approach to Integrating Dialogue and Action. In Proc. of AIIDE.
-
(2010)
Proc. of AIIDE
-
-
Hanson, P.1
Rich, C.2
-
10
-
-
84883085454
-
Extracting chatbot knowledge from online discussion forums
-
Huang, J. et al. 2007. Extracting Chatbot Knowledge from Online Discussion Forums. In Proc. of lJCAI.
-
(2007)
Proc. of LJCAI
-
-
Huang, J.1
-
12
-
-
84883064867
-
Learning sociocultural knowledge via crowdsourced examples
-
Li, B. et al. 2012. Learning Sociocultural Knowledge via Crowdsourced Examples. In Proc. of HCOMP.
-
(2012)
Proc. of HCOMP
-
-
Li, B.1
-
13
-
-
84883060537
-
All the world's a stage: Learning character models from film
-
Lin, G. and Walker, M. 2011. All the World's a Stage: Learning Character Models from Film. In Proc. of AIIDE.
-
(2011)
Proc. of AIIDE
-
-
Lin, G.1
Walker, M.2
-
14
-
-
84864865666
-
Story representation and the interactive drama
-
Magerko, B. 2005. Story Representation and the Interactive Drama. In Proc. of AIIDE.
-
(2005)
Proc. of AIIDE
-
-
Magerko, B.1
-
15
-
-
33746035417
-
Natural language understanding in facade: Surface-text processing
-
Mateas, M., and Stern, A. 2004. Natural Language Understanding in Facade: Surface-text Processing. In Proc. of TIDSE.
-
(2004)
Proc. of TIDSE
-
-
Mateas, M.1
Stern, A.2
-
16
-
-
36348973948
-
Learning empathy: A data- driven framework for modeling empathetic companion agents
-
McQuiggan, S., and Lester, J. 2006. Learning Empathy: A Data- driven Framework for Modeling Empathetic Companion Agents. In Proc. of AAMAS.
-
(2006)
Proc. of AAMAS
-
-
McQuiggan, S.1
Lester, J.2
-
17
-
-
52149088034
-
The restaurant game: Learning social behavior and language from thousands of players online
-
Orkin, J. and Roy, D. 2007. The Restaurant Game: Learning social behavior and language from thousands of players online. Journal of Game Development, 3(1).
-
(2007)
Journal of Game Development
, vol.3
, Issue.1
-
-
Orkin, J.1
Roy, D.2
-
18
-
-
84899819069
-
Automatic learning and generation of social behavior from collective human gameplay
-
Orkin, J. and Roy, D. 2009. Automatic Learning and Generation of Social Behavior from Collective Human Gameplay. In Proc. of AAMAS.
-
(2009)
Proc. of AAMAS
-
-
Orkin, J.1
Roy, D.2
-
20
-
-
77955123873
-
Case-based planning and execution for real-time strategy games
-
Ortanon, S., et al. 2007. Case-based Planning and Execution for Real-time Strategy Games. In Proc. of lCCBR.
-
(2007)
Proc. of LCCBR
-
-
Ortanon, S.1
-
21
-
-
52449086834
-
Character-focused narrative planning for execution in virtual worlds
-
Riedl, M. and Young, R.M. 2003. Character-Focused Narrative Planning for Execution in Virtual Worlds. In Proc. of lCVS.
-
(2003)
Proc. of LCVS
-
-
Riedl, M.1
Young, R.M.2
-
22
-
-
0004016411
-
-
Lawrence Erlbaum Associates
-
Schank, R., and Abelson, R. 1977. Scripts, Plans, Goals, and Understanding. Lawrence Erlbaum Associates.
-
(1977)
Scripts, Plans, Goals, and Understanding
-
-
Schank, R.1
Abelson, R.2
-
23
-
-
29344459205
-
Open mind common sense: Knowledge acquisition from the general public
-
Singh, P., et al. 2002. Open Mind Common Sense: Knowledge Acquisition from the General Public. In Proc. of ODBASE.
-
(2002)
Proc. of ODBASE
-
-
Singh, P.1
-
25
-
-
84883080424
-
A data-driven case-based reasoning approach to interactive storytelling
-
Swanson, R., and Gordon, A. 2010. A Data-Driven Case-Based Reasoning Approach to Interactive Storytelling. In Proc. of lCIDS.
-
(2010)
Proc. of lCIDS
-
-
Swanson, R.1
Gordon, A.2
|