Here’s an interesting problem: say you’re writing a video game with a conversation tree, with many moments where the conversation might continue in one of several different ways. Normally, the decision of which path to take is driven by the player: they choose an option — presumably the one they find most interesting — and the line of dialogue that responds to it is duly triggered. But what if the system, not the player, had to pick the most interesting way for the conversation to continue? What strat...
Published on November 07, 2019 17:41