The use of Artificial Intelligence in the speech and language design process of a video game character
Main Article Content
Abstract
This study is based on the results obtained in a previous research made by Rubén Buren (2019) where the author offers mechanization instruments in the construction process of audiovisual characters, within the video game, through certain signals that must compose them, as an autonomous and differentiated. As a novel fact, the focus of attention is placed on the particularization and individualization that gives a character, or group of characters, the making of phrases, words, a certain use of speech or a language, be it phonoarticulate, sound or written. This article describes how this mechanization in the construction of video game characters can be combined with ChatGPT, an artificial intelligence (AI) application based on OpenAI's GPT-3.5 software, which can generate texts and solving a large variety of tasks, that has emerged during the year 2022. Understanding that ChatGPT uses a probabilistic model when generating texts, and the algorithms that configure this AI are based on reinforcement learning, it is intended to investigate how this tool is trained and can be trained to be an assistant in the video game character design process.
Downloads
Article Details
Issue
Section

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 Unported License.
Miguel Hernández Communication Journal is an open access magazine. To publish on MHCJ, the authors accept the following terms:
- The authors will retain their copyright and guarantee the journal the right to first publish their work, which will be simultaneously subject to the Creative Commons Atribución/Reconocimiento-CompartirIgual 4.0 Internacional, which allows third parties share the work as long as its author and his first publication in this magazine are indicated.
- Authors may adopt other non-exclusive license agreements for the distribution of the version of the published work (eg, deposit it in an institutional telematic archive or publish it in a monographic volume) provided that the initial publication in this journal is indicated .
- Authors are allowed and recommended to disseminate their work through the Internet (e.g., in institutional telematic archives or on their website) before and during the submission process, which can produce interesting exchanges and increase citations. of the published work. (See The effect of open access).
- The document RESIGNATION OF PERCEPTION OF BENEFITS OF COPYRIGHT is intended for the print publication of MHCJ by the UNIVERSITAS publishing house. Both authors and publishers renounce the collection of economic benefits, if any, when the aforementioned publisher takes over the entire cost of printing, distribution and dissemination.
How to Cite
References
Brown, T., Mann, B., Ryder, N., Subbiah, M., Kaplan, J. D., Dhariwal, P., . . . Askell, A. (2020). Language models are few-shot learners. Advances in neural information processing systems, 33, 1877-1901.
Buren, R. (2017). GUION DE VIDEOJUEGOS. Editorial Síntesis, S.A.
Buren, R. (2019). Personaje de videojuego la importancia del habla y el lenguaje en el proceso de diseño. Obtenido de https://dialnet.unirioja.es/servlet/tesis?codigo=254871
Celi-Parraga, R. J.-T.-G.-P. (2021). Técnicas de procesamiento de lenguaje natural en la inteligencia artificial conversacional textual. Revista Indexada ALFA, 3 (4.1), 40-52.
Chomsky, N. (2002). El Lenguaje y la Mente Humana. Barcelona: Ariel.
Goodfellow, I., Bengio, Y., & Courville, A. (2016). Deep learning. MIT Press.
Greimas, A. J. (1966). Estructural Semantics: Methodology Research. LIBRAIRIE LAROUSSE.
Jung, C. G. (1968). The archetypes and the collective unconscious. Trans. RFC Hull, Princeton University Press.
Naranjo, C. (1994). Character and Neurosis: An Integrative View. Gateways/IDHHB, Inc.
Pavlov, P. I. (1927). Conditioned reflexes: an investigation of the physiological activity of the cerebral cortex. Oxford University Press.
Peirce, C. S. (1991). Peirce on Signs: Writings on Semiotic by Charles Sanders Peirce. University of North Carolina Press: James Hoopes Editor.
Samuel, A. (1959). Some Studies in Machine Learning Using the Game of Checkers. IBM Journal of Research and Development, vol. 3, 210-229.
Sánchez-Migallón Jiménez, S. (2019). Redes neuronales profundas. Consecuencias Filosóficas. Universidad de Granada. Recuperado el 04 de abril de 2023, de https://www.researchgate.net/profile/Santiago-Sanchez-Migallon/publication/348734765_REDES_NEURONALES_PROFUNDAS_CONSECUENCIAS_FILOSOFICAS/links/600dc25ba6fdccdcb87aac63/REDES-NEURONALES-PROFUNDAS-CONSECUENCIAS-FILOSOFICAS.pdf
Skinner, B. F. (1965). Science and human behavior. New York: Simon and Schuster.
Sutton, R. S., & Barto, A. G. (2018). Reinforcement learning: An introduction. MIT Press.
Togelius, J., & Yannakakis, G. N. (2018). Artificial Intelligence and Games. Springer International Publishing.
Vaswani, A., Shazeer, N., Parmar, N., Uszkoreit, J., Jones, L., Gomez, A. N., . . . Polosukhin, I. (2017). Attention is all you need. Advances in neural information processing systems, 30, 5998-6008.
Watson, J. B. (1913). Psychology as the behaviorist views it. Psychological review, 20(2), 158.
Wertheimer, M., & Puente, A. E. (2020). A brief history of psychology. New York: Routledge.
Yakán, S. (s.f.). Análisis del Desarrollo de la Inteligencia Artificial en la Industria del Juego. Revista internacional de gestión de servicios cibernéticos y de TI, 1(2), 111–116. Obtenido de https://iiast.iaic-publisher.org/ijcitsm/index.php/IJCITSM/article/view/100