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Bot Colony
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Bot Colony
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==Dialogue technology and comparison with previous games and chatbots== Until Bot Colony, dialogue in videogames took the form of dialogue trees, essentially canned choices from a list (for example, [[Mass Effect]], [[Hotel Dusk]], [[The Last Express]] and older [[text adventures|text adventure games]]), voice commands ([[EndWar]], [[Seaman (video game)|Sega Seaman]]), or an attempt to key on a word or extract a sentiment from the input ([[Façade (interactive story)|Façade]], [[Starship Titanic]]). In Bot Colony, the player speaks freely, asking questions, seeking clarification, or requesting the characters to carry out actions, and the game attempts to respond intelligently. If the game does not understand the player, it will also seek clarification. An integral part of gameplay in Bot Colony is giving a glimpse into how robots think. In this respect, the North Side language understanding technology is superior to chatbots, which are limited to serving ready-made answers incorporating words or clauses previously uttered (or typed) by the user/previous users; this makes a chatbot seem responsive for a small number of dialog steps ([[Jabberwacky]], [http://www.a-i.com/show_tree.asp?id=59&level=2&root=115 Alan], [[Artificial Linguistic Internet Computer Entity|A.L.I.C.E]]). [[Façade (interactive story)|Façade]] relies on word polarity and a shallow processing of language, rather than deep semantic processing as in Bot Colony.
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