The Integrated Authoring Tool is an asset designed to be the central hub for game developers when creating a new storytelling scenario or adapting existing ones. It allows the configuration of the general aspects of the scenario, and provides quick access to the authoring tools of the Role-Play Character asset as well as the other assets from D3.1 that relate to the adaptation and personalization of the game experience. For this first release, the tool provides:

  • The ability to define the scenario’s name and to manage the number of characters in the scenario. Each of them is an instance of the Role-Play Character asset.
  • A dialogue editor that allows the developer to specify the dialogue acts that are available for both the player and the characters.

For the purpose of dialogue management, the author must define the interaction state where each dialogue may occur as well as define the next state if a certain dialogue is selected. During runtime, all characters are informed about the existing dialogue acts as well as dialogue states. Characters are then able to use this information to decide what to say according to their internal state and decision-making mechanisms. To give an example, consider that the integrated authoring tool informs a character that at the start of the interaction there are two valid dialogues, one to greet the player respectfully, another to greet the player in an angry manner. If the character is angry, the emotional decision making asset will select the second option. If not, then the first greeting will be selected instead.

For the following releases, the development of the Integrated Authoring Tool involves the integration with the game balancing and personalized learning assets from D3.1. More precisely, rather than just defining a single scenario, the tool will allow the definition of multiple scenarios that are then selected in a personalized manner. Moreover, the dialogue editor will have the ability to import dialogues defined in the Communication Scenario Editor asset, which we discussed in D3.1. Finally, the dialogue editor will have an option to use the text-to-speech offered by the Speech I/O asset to automatically record all the dialogues in the available languages along with their phonetic information. The Role-Play Character asset can then play these recordings to provide voice to the character with very little latency.