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Working in Unity to create a two-dimensional platformer with a Natural Language Generation system, I have considered a new way in which Artificial Intelligence may affect gameplay. The resulting project, The Disciple, takes input from the environment of the game and offers successfully a sentence relevant to what occurs within the game's world. The sentences this system generates are diverse enough so that, while the Natural Language Generation system may restate what it has said, already, it does not utter the same sentence twice in a row. Often, the Natural Language Generation system selects a phrase I have written from a large directory of sentences. Occasionally, it sends information to a syntactic component that builds simple sentences, itself. The syntactic component succeeds in creating different parts of the sentence and putting those parts together in order to complete the sentence.
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Sernau, Benjamin, "The Disciple: A Talking Platformer" (2017). Senior Projects Spring 2017. 352.