JACIII Vol.12 No.2 pp. 156-163
doi: 10.20965/jaciii.2008.p0156


Developing Natural Language Enabled Games in SCXML

Jenny Brusk* and Torbjörn Lager**

*Department of Game Design, Narrative and Time-based Media, Gotland University, Sweden

**Department of Linguistics, Göteborg University, Sweden

May 14, 2007
September 12, 2007
March 20, 2008
game programming, natural language, statecharts, SCXML
The World Wide Web Consortium (W3C) has a standard in the pipeline – called SCXML – that may turn out to be very suitable for the design and implementation of games, in particular games featuring (possibly multimodal) natural language dialogue. We see three main reasons why SCXML may be a good fit for the game industry: 1) SCXML is all about statecharts – a powerful extension of finite-state machines – and we argue that statecharts has the right kind of expressivity for game design and de-velopment, 2) SCXML is an XML dialect (soon to be) endorsed by the W3C, and will thus become a part of a web infrastructure comprising speech technology and telephony, as well as other useful technologies for building games of certain genres, and 3) SCXML is designed for extensibility and it appears that it would be fairly straightforward – and very worthwhile – to build a game oriented extension (“profile”) around the SCXML core. The paper also presents an experimental implementation of SCXML, accessible from a user-friendly web-interface.
Cite this article as:
J. Brusk and T. Lager, “Developing Natural Language Enabled Games in SCXML,” J. Adv. Comput. Intell. Intell. Inform., Vol.12 No.2, pp. 156-163, 2008.
Data files:
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  4. [4] S. Björk and J. Holopainen, “Patterns in Game Design,” Charles River Media, 2005.
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  6. [6] J. Barnett, M. Bodell, J. Carter, and R. Hosn, “State Chart XML (SCXML): State Machine Notation for Control,” February 2007.

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