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workshop paper
Hybrid Dialogue Management for Task-Oriented Dialogue in Video Games
keywords:
dialogue agent
games
The popularity of role-playing video games (RPGs) continues to increase over time. These types of games often afford players multiple options for how they wish to accomplish any given task, which adds to their appeal. Most commonly, RPGs employ a finite state dialogue management system taking the form of a graph structure, where the set of possible utterances at a given node depend on the current game state. From the player's perspective, these appear as a list of pre-written dialogue options that can be chosen to advance the conversation, thus limiting a player's role-playing to the available options. In this paper, we investigate a hybrid dialogue management approach, which allows players more freedom while staying true to the dialogue graph created by the game's designers. Instead of seeing a list of options, players are provided an open-ended text field. A virtual game master (GM) is then tasked with either mapping the player input to one of the dialogue options, or providing in-character feedback to guide players into typing an utterance which the virtual GM can successfully map to an dialogue option. As a preliminary study, we investigate simulated players with a suite of virtual GMs, including a random baseline within the video game Disco Elysium: The Final Cut.