Dialogue Games

Dialogue Games PDF Author: L. Carlson
Publisher: Springer Science & Business Media
ISBN: 9401539634
Category : Language Arts & Disciplines
Languages : en
Pages : 339

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Book Description
This essay constitutes yet another approach to the fields of inquiry variously known as discourse analysis, discourse grammar, text grammar, functional 1 syntax, or text linguistics. An attempt is made to develop a fairly abstract unified theoretical frame work for the description of discourse which actually helps explain concrete facts of the discourse grammar of a naturallanguage.2 This plan is reflected in the division of the study into two parts. In the first part, a semiformal framework for describing conversational discourse is developed in some detail. In the second part, this framework is applied to the functional syntax of English. The relation of the discourse grammar of Part II to the descriptive frame work of Part I can be instructively compared to the relation of Tarskian semantics to model theory. Tarski's semantics defmes a concept of truth of a sentence in a model, an independently identified construct. Analogously, my rules of discourse grammar defme a concept of appropriateness of a sentence to a given context. The task of the first Part of the essay is to characterize the relevant notion of context. Although my original statement of the problem was linguistic - how to describe the meaning, or function, of certain aspects of word order and intonation - Part I is largely an application of various methods and results of philosophical logic. The justification of the interdisciplinary approach is the simplicity and naturalness of the eventual answers to specific linguistic problems in Part II.

Dialogue Games

Dialogue Games PDF Author: L. Carlson
Publisher: Springer Science & Business Media
ISBN: 9401539634
Category : Language Arts & Disciplines
Languages : en
Pages : 339

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Book Description
This essay constitutes yet another approach to the fields of inquiry variously known as discourse analysis, discourse grammar, text grammar, functional 1 syntax, or text linguistics. An attempt is made to develop a fairly abstract unified theoretical frame work for the description of discourse which actually helps explain concrete facts of the discourse grammar of a naturallanguage.2 This plan is reflected in the division of the study into two parts. In the first part, a semiformal framework for describing conversational discourse is developed in some detail. In the second part, this framework is applied to the functional syntax of English. The relation of the discourse grammar of Part II to the descriptive frame work of Part I can be instructively compared to the relation of Tarskian semantics to model theory. Tarski's semantics defmes a concept of truth of a sentence in a model, an independently identified construct. Analogously, my rules of discourse grammar defme a concept of appropriateness of a sentence to a given context. The task of the first Part of the essay is to characterize the relevant notion of context. Although my original statement of the problem was linguistic - how to describe the meaning, or function, of certain aspects of word order and intonation - Part I is largely an application of various methods and results of philosophical logic. The justification of the interdisciplinary approach is the simplicity and naturalness of the eventual answers to specific linguistic problems in Part II.

"Well" in Dialogue Games

Author: Lauri Carlson
Publisher: John Benjamins Publishing
ISBN: 9027225397
Category : Language Arts & Disciplines
Languages : en
Pages : 114

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Book Description
This dialogue game approach to the discourse analysis of the English interjection well aims at the formulation of rules which would be informative (marking some contexts of use as more natural than others), systematic (applicable in a mechanical or at least in a non-ad hoc way), and adequate (showing putative competitors to be either false to fact, too narrow or too wide, or demonstrably equivalent).

The Game Narrative Toolbox

The Game Narrative Toolbox PDF Author: Tobias Heussner
Publisher: CRC Press
ISBN: 1000921778
Category : Computers
Languages : en
Pages : 363

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Book Description
Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.

Dialogue – The Mixed Game

Dialogue – The Mixed Game PDF Author: Edda Weigand
Publisher: John Benjamins Publishing
ISBN: 9027287465
Category : Language Arts & Disciplines
Languages : en
Pages : 318

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Book Description
The ‘Mixed Game Model’ represents a holistic theory of dialogue which starts from human beings’ competence-in-performance and describes how language is integrated in a general theory of human action and behaviour. Human beings are able to adapt to changing conditions and to pursue their interests by the integrated use of various communicative means, mainly verbal, perceptual and cognitive. The core unit is the dialogic action game or ‘the mixed game’ with human beings at the centre acting and reacting in cultural surroundings. The key to opening up the complex whole is human beings’ nature. The Mixed Game Model demonstrates how the different disciplines of the natural and social sciences and the humanities are mutually interconnected. After a detailed overview of the state of the art, the fundamentals of the theory are laid down. They include a typology of action games which ranges from minimal games to complex institutional games. The description is illustrated by analyses of authentic games. As of July 2024, this e-book is available as Open Access under the CC BY-NC-ND license.

Game Writing

Game Writing PDF Author: Chris Bateman
Publisher: Bloomsbury Publishing USA
ISBN: 1501348973
Category : Social Science
Languages : en
Pages : 457

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Book Description
As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.

Logic in Games

Logic in Games PDF Author: Johan Van Benthem
Publisher: MIT Press
ISBN: 0262019906
Category : Computers
Languages : en
Pages : 567

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Book Description
A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games. This book draws on ideas from philosophical logic, computational logic, multi-agent systems, and game theory to offer a comprehensive account of logic and games viewed in two complementary ways. It examines the logic of games: the development of sophisticated modern dynamic logics that model information flow, communication, and interactive structures in games. It also examines logic as games: the idea that logical activities of reasoning and many related tasks can be viewed in the form of games. In doing so, the book takes up the “intelligent interaction” of agents engaging in competitive or cooperative activities and examines the patterns of strategic behavior that arise. It develops modern logical systems that can analyze information-driven changes in players' knowledge and beliefs, and introduces the “Theory of Play” that emerges from the combination of logic and game theory. This results in a new view of logic itself as an interactive rational activity based on reasoning, perception, and communication that has particular relevance for games. Logic in Games, based on a course taught by the author at Stanford University, the University of Amsterdam, and elsewhere, can be used in advanced seminars and as a resource for researchers.

Dialogue across Media

Dialogue across Media PDF Author: Jarmila Mildorf
Publisher: John Benjamins Publishing Company
ISBN: 9027266158
Category : Language Arts & Disciplines
Languages : en
Pages : 308

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Book Description
With chapters on social media, videogames and human-machine communication, Dialogue across Media provides a comprehensive overview of the role of dialogue in contemporary media. Drawing on the expertise of scholars and practitioners from multiple fields and disciplines, including screenwriters, literary critics, linguists and new media theorists, each chapter provides an in-depth analysis of dialogue in action. Together, these chapters demonstrate the unique energy and versatility that dialogic forms can offer artists and readers alike, and the special role that dialogue plays in helping us to understand the complexities and contradictions of human interaction. Dialogue across Media provides an essential resource for students and specialists in many fields concerned with dialogue, including language and literature, media and cultural studies, narratology and rhetoric.

Adaptive Agents and Multi-Agent Systems II

Adaptive Agents and Multi-Agent Systems II PDF Author: Daniel Kudenko
Publisher: Springer Science & Business Media
ISBN: 3540252606
Category : Computers
Languages : en
Pages : 321

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Book Description
Adaptive agents and multi-agent systems is an emerging and exciting interdisciplinary area of research and development involving artificial intelligence, software engineering, and developmental biology, as well as cognitive and social science. This book presents 17 revised and carefully reviewed papers taken from two workshops on the topic as well as 2 invited papers by leading researchers in the area. The papers deal with various aspects of machine learning, adaptation, and evolution in the context of agent systems and autonomous agents.

Advances in Agent Communication

Advances in Agent Communication PDF Author: Frank Dignum
Publisher: Springer Science & Business Media
ISBN: 3540207694
Category : Computers
Languages : en
Pages : 413

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Book Description
InthisbookwepresentacollectionofpapersaroundthetopicofAgentCom- nication. The communication between agents has been one of the major topics of research in multi-agent systems. The current work can therefore build on a number of previous workshops, the proceedings of which have been published in earlier volumes in this series. The basis of this collection is the accepted s- missions of the workshop on Agent Communication Languages which was held in conjunction with the AAMAS conference in July 2003 in Melbourne. The workshop received 15 submissions of which 12 were selected for publication in this volume. Although the number of submissions was less than expected for an important area like Agent Communication there is no reason to worry that this area does not get enough attention from the agent community. First of all, the 12 selected papers are all of high quality. The high acceptance rate is only due to this high quality and not to the necessity to select a certain number of papers. Besides the high-quality workshop papers, we noticed that many papers on Agent Communication found their way to the main conference. We decided therefore to invite a number of authors to revise and extend their papers from this conference and to combine them with the workshop papers. We believe that the current collection comprises a very good and quite complete overview of the state of the art in this area of research and gives a good indication of the topics that are of major interest at the moment.

The Game Production Handbook

The Game Production Handbook PDF Author: Heather Maxwell Chandler
Publisher: Jones & Bartlett Publishers
ISBN: 1449688098
Category : Computers
Languages : en
Pages : 484

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Book Description
Updated to reflect the rapidly evolving game development landscape, industry veteran Heather Chandler continues to educate game enthusiasts on the procedures and processes of game production. This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.