A socio-emotional model of impoliteness for non-player characters

Due to its important role in dialogue, politeness has been widely studied both from a theoretical point of view and at a practical level in virtual agents. However, few attention has been given to impoliteness, even though virtual characters, such as Non Player Characters in video games, should be able to use it to improve their believability. In this paper, we describe a model for utterance selection based on impoliteness that takes into account emotions, personality, and social relations.

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