Author Topic: NPC dialogue and chatterbots  (Read 4133 times)

saladasalad

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Re: NPC dialogue and chatterbots
« Reply #15 on: August 03, 2007, 05:21:41 am »
Chill. That comment wasn't even addressed to you. Anarid was saying that we should have a system where we didn't have to come up with or type our own character's dialogue. If you are saying that "NPCs should understand what we are saying" then I totally agree with you, that is the purpose of this thread.
« Last Edit: August 03, 2007, 05:25:19 am by saladasalad »
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Jeraphon

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Re: NPC dialogue and chatterbots
« Reply #16 on: August 03, 2007, 07:22:59 am »
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Sorry to keep harping on about it but this is why I think that powering NPCs with chatbots would be a sensible action. Your goals are the same as that of the chatbot developers, you're basically creating a chatbot from scratch when there are already some very advanced, open source, alternatives available.

Knowing what I know about how NPC dialogue is processed, I think importing chatterbots would be needlessly complicated. Are we producing chatterbots from scratch? Well, perhaps. But each NPC has individual knowledge that would need to be programmed either way, be it using a chatterbot program or the status quo. Now that we're used to it, we have a handle on it, and - this is the most important part - there's a guy willing to sit down and start cranking it out, it would probably get done quicker if it was done with the current method.

So please. If you're reading this, help out. Heck, ask anyone who has submitted NPC questions/triggers to me what the end result was if you're skeptical.

You've got more than 10 messages now, saladasalad. I'm looking forward to hearing from you. :)

Under the moon

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Re: NPC dialogue and chatterbots
« Reply #17 on: August 03, 2007, 07:44:40 am »
Actually, I would not mind a few 'chatterbots' in the game that talk, jest, or bicker with players in open chat, not the NPC tab. Of course, that could be done on any player's client if they had the know-how. No need to bother the Devs if that is what you truly want.

Though, I think they might be banned if found out. *frowns*

Jeraphon

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Re: NPC dialogue and chatterbots
« Reply #18 on: August 03, 2007, 05:17:32 pm »
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Actually, I would not mind a few 'chatterbots' in the game that talk, jest, or bicker with players in open chat, not the NPC tab. Of course, that could be done on any player's client if they had the know-how.

I've seen this before in a MUD. NPCs who would wander to your area (usually when someone shouted) and react to every emote you made or spout random phrases are really annoying. They were sometimes useful if they spoke foreign languages that you had partial knowledge of so you could improve off them, but otherwise you'd just ask a really powerful wizard to go into the next room, shout to beckon them, then toast them with a fire bolt.

In PS, people would probably just petition them for harassment.

Under the moon

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Re: NPC dialogue and chatterbots
« Reply #19 on: August 03, 2007, 06:08:06 pm »
I would only have them respond if their name was said. Then they would be the only ones who would file for harassment. ;)

A town gosip would be a good candidate.

Jeraphon

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Re: NPC dialogue and chatterbots
« Reply #20 on: August 03, 2007, 07:18:04 pm »
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A town gosip would be a good candidate.

There's a certain Dermorian bartender who's a good gossip. You should try asking her about it.  :detective:

listat

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Re: NPC dialogue and chatterbots
« Reply #21 on: August 27, 2007, 07:18:12 pm »
On the subject of NPC interactions, It is very annoying that it is very difficult to find the right words.

I would like to see key words highlighted in the texts. This way clues could be left to direct the player to the right words. (I was going to give an example, but then realised that I would be posting a spoiler)

My biggest frustration is knowing exactly what is required, but not knowing which words to type to overcome the user interface. It certainly reduces my enjoyment of the game.

Waylander

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Re: NPC dialogue and chatterbots
« Reply #22 on: August 30, 2007, 07:53:18 pm »
From what I've notice from doing quests (I went on a quest rampage not too long ago, it was awesome :P )

NPC 101 for quests goes like this:

1)  Read what they say, there's usually something along the lines of "Go ask Somebody about something."  at which point you go to Somebody and say "Tell me about something"

2)  Most every trigger, unless it's answering somebodies question is "Tell me about thing" Or "Somebody sent me"  with the odd "Give me item"

3)  Most quest spoonfeed you the trigger, no joke :P
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screwballl

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Re: NPC dialogue and chatterbots
« Reply #23 on: October 22, 2008, 11:01:52 pm »
Sorry to dig this up but after being advised, I figured I would bring this to the top and see if there has been any leeway made. I know I have a very difficult time trying to find ANY key words to get ANY information from the NPCs. I have not been playing long (more than a few days) but the ONLY key words/phrases I have found is:
Hi or hello
What is your job?
Do you have a quest for me?

Oh and "what is the latest gossip" from the tavern lady... otherwise... nada. I type very plain and proper spelling, clear concise english and my least favorite phrase nowadays is that NPC's version of "I don't understand"

I never could finish the introductory quest so I just said to send me to Hydlaa....
and I have only taken one quest here which is the guy needing 7 beers... and even after doing the quest, it still remains incomplete...

My suggestion from the other post which I was told was off-topic:

One thing the developers may want to look into is called the "Billy Project" from Greg Leedberg... I have been following his project since he was a teen (almost 9 years now) and it has made some major progress since the early days. The project has not been touched much in the past few years but the core programs and abilities are there and something like Planeshift and its "real conversation" format may be enough to have him jump on board and help out or at least allow usage of his Billy Project program.

Take preset responses, combine with real conversation and how people speak, it learns to give proper and customized responses. So say the devs introduce a new magician into the plaza that only comes out at night, no need to reset a whole series of NPC responses. Add a few preset comments about "Rethalian only comes out at night" and "Rethalian can teach you things about the Dark Way that you could only dream of before"... and as people start talking and asking, using the Billy Project it is possible for "word of mouth" to spread knowledge about any single person in the game in a matter of a day or two to other NPC.
Plus as travellers move from town to town, word of mouth can travel much more slowly, kind of like how it did in the medieval days. A few people go to the neighboring town talking about a new magician... and usually within a week or so the new magicians name is known.. and then later on "he is familiar with the Dark Way"... and so on...

So much potential as long as the NPC preset responses are programmed in...

and before someone says it... yes his installable program is windows only but the programming was done in C++ and parts in linux so contacting him about the potential to use this would help the game out so much.

Mythryndel

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Re: NPC dialogue and chatterbots
« Reply #24 on: October 23, 2008, 12:29:09 am »
I have to agree with an earlier post... there is usually a trigger phrase in the quest dialog.

I find that "Can I help you" or. my preference "May I help you" is a very effective way to get the NPC to tell you if they have a quest or not.

Typically the dialog during a quest will set things up in such a way that you "tell so-and-so I sent you"... so you would target NPC and type "so-and-so sent me". Look for "say" or "tell" or "about" or give/get <item>. This should help you greatly.

And no... I am not disagreeing with you... I HATE "I'm sorry, but I don't seem to understand what you are trying to say". But this is a work in progress, and I've come to enjoy the game a lot.