ABSTRACT
While computer games can give users many other forms of immersive entertainment, the social richness that exists in face to face interactions is being lost. In this paper we start by presenting a brief review on artificial board game opponents. Given the current limitations in such opponents and with the final goal of building a Risk game artificial opponent, we describe an empirical study where utterances that human players vocalize in their games were categorized and analyzed.
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Index Terms
- Towards the next generation of board game opponents
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