[UA] CRPG

Epoch msulliva at wso.williams.edu
Thu Apr 19 12:03:03 PDT 2001


On Thu, 19 Apr 2001 holycrow at mindspring.com wrote:

> > So, what you're saying, is that you'd like a RobertsRules of Order >RPG?  Or are you suggesting that there
> >isn't enough dialogue in RPGs?
> 
> We have a misunderstanding.  I was referring to what I think would be
> nifty in a computer game version of UA.  RPGs have dialogue a
> plenty.  How does one recreate or simulate that in a computer game
> without dissolving into endless canned text?  Is it even possible?

Short answer:  No, it's not possible, though we're getting better at it.

Long answer:  The ideal, of course, would be a computer program that you
can simply talk to, that will parse your statements and reply in such a
way as to further the plot of the game.

Unfortunately, that's what we call the "Turing Test."  The ability to hold
a conversation in a believable manner is, in fact, what computer
scientists consider the only real test for creating a human-equivalent
intelligence.  The test was originally proposed back in the 1940's, and
there have been various attempts at it.  Nobody's ever come close.  My
somewhat informed opinion is that we're a remarkably long way from
following it.

The current approach to RPG dialog is exemplified by the CRPG
"Fallout," (and its sequels), which structures dialog as a structured
tree.  That is, you say something, the NPC responds, you're given a choice
of further responses to the NPC, the NPC then responds to the one you
choose.  Simple algorithms can determine the social abilities of the PC
and restrict the player's choice of responses based on that (inept
characters get few choices, and they don't get the best ones).  Similarly,
you can roll a skill check after the player's choice of dialog and
determine the computer's response based on that.

Some alternatives exist.  You can allow the player to type in (or speak,
though that, of course, is somewhat more complex) free text, then attempt
to parse that text for key phrases, then select a canned response based on
phrases you find.  In the past, that's been very unsatisfactory, as the
computer tends not to be able to respond correctly, or, sometimes, at
all.  There have been some impressive advances in natural language parsing
in the last few years, so it might be more reasonable now.  There's also
the option of training a player to use simplified grammar and syntax that
the computer will have an easier time parsing.

Fallout and other recent CRPG's have won accolades for increased interest
in the NPC-interaction parts of the games, but the truth is that we're a
very long way from the kind of NPC interaction that you can get in a
tabletop game.

Mike

--
iykwim(aityd), tyvm
	- ep


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