@inproceedings{iwata-etal-2025-identification,
title = "Identification and Analysis of Identity-Centric Elements of Character-Likeness in Game Scenario",
author = "Iwata, Shinji and
Ihara, Koya and
Sato, Shiki and
Baba, Jun and
Hentona, Asahi and
Yamazaki, Masahiro and
Shiotsuka, Yuki and
Ishizue, Takahiro and
Yoshimoto, Akifumi",
editor = "B{\'e}chet, Fr{\'e}d{\'e}ric and
Lef{\`e}vre, Fabrice and
Asher, Nicholas and
Kim, Seokhwan and
Merlin, Teva",
booktitle = "Proceedings of the 26th Annual Meeting of the Special Interest Group on Discourse and Dialogue",
month = aug,
year = "2025",
address = "Avignon, France",
publisher = "Association for Computational Linguistics",
url = "https://aclanthology.org/2025.sigdial-1.22/",
pages = "275--284",
abstract = "Generating and evaluating character-like utterances automatically is essential for applications ranging from character simulation to creative-writing support. Existing approaches primarily focus on basic aspects of character{-}likeness, such as script-fidelity knowledge and conversational ability. However, achieving a higher level of character{-}likeness in utterance generation and evaluation requires consideration of the character{'}s identity, which deeply reflects the character{'}s inner self. To bridge this gap, we identified a set of identity-centric character-likeness elements. First, we listed 27 elements covering various aspects of identity, drawing on psychology and identity theory. Then, to clarify the features of each element, we collected utterances annotated with these elements from a commercial smartphone game and analyzed them based on user evaluations regarding character-likeness and charm. Our analysis reveals part of element-wise effects on character{-}likeness and charm. These findings enable developers to design practical and interpretable element-feature-aware generation methods and evaluation metrics for character-like utterances."
}
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<abstract>Generating and evaluating character-like utterances automatically is essential for applications ranging from character simulation to creative-writing support. Existing approaches primarily focus on basic aspects of character-likeness, such as script-fidelity knowledge and conversational ability. However, achieving a higher level of character-likeness in utterance generation and evaluation requires consideration of the character’s identity, which deeply reflects the character’s inner self. To bridge this gap, we identified a set of identity-centric character-likeness elements. First, we listed 27 elements covering various aspects of identity, drawing on psychology and identity theory. Then, to clarify the features of each element, we collected utterances annotated with these elements from a commercial smartphone game and analyzed them based on user evaluations regarding character-likeness and charm. Our analysis reveals part of element-wise effects on character-likeness and charm. These findings enable developers to design practical and interpretable element-feature-aware generation methods and evaluation metrics for character-like utterances.</abstract>
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%0 Conference Proceedings
%T Identification and Analysis of Identity-Centric Elements of Character-Likeness in Game Scenario
%A Iwata, Shinji
%A Ihara, Koya
%A Sato, Shiki
%A Baba, Jun
%A Hentona, Asahi
%A Yamazaki, Masahiro
%A Shiotsuka, Yuki
%A Ishizue, Takahiro
%A Yoshimoto, Akifumi
%Y Béchet, Frédéric
%Y Lefèvre, Fabrice
%Y Asher, Nicholas
%Y Kim, Seokhwan
%Y Merlin, Teva
%S Proceedings of the 26th Annual Meeting of the Special Interest Group on Discourse and Dialogue
%D 2025
%8 August
%I Association for Computational Linguistics
%C Avignon, France
%F iwata-etal-2025-identification
%X Generating and evaluating character-like utterances automatically is essential for applications ranging from character simulation to creative-writing support. Existing approaches primarily focus on basic aspects of character-likeness, such as script-fidelity knowledge and conversational ability. However, achieving a higher level of character-likeness in utterance generation and evaluation requires consideration of the character’s identity, which deeply reflects the character’s inner self. To bridge this gap, we identified a set of identity-centric character-likeness elements. First, we listed 27 elements covering various aspects of identity, drawing on psychology and identity theory. Then, to clarify the features of each element, we collected utterances annotated with these elements from a commercial smartphone game and analyzed them based on user evaluations regarding character-likeness and charm. Our analysis reveals part of element-wise effects on character-likeness and charm. These findings enable developers to design practical and interpretable element-feature-aware generation methods and evaluation metrics for character-like utterances.
%U https://aclanthology.org/2025.sigdial-1.22/
%P 275-284
Markdown (Informal)
[Identification and Analysis of Identity-Centric Elements of Character-Likeness in Game Scenario](https://aclanthology.org/2025.sigdial-1.22/) (Iwata et al., SIGDIAL 2025)
ACL
- Shinji Iwata, Koya Ihara, Shiki Sato, Jun Baba, Asahi Hentona, Masahiro Yamazaki, Yuki Shiotsuka, Takahiro Ishizue, and Akifumi Yoshimoto. 2025. Identification and Analysis of Identity-Centric Elements of Character-Likeness in Game Scenario. In Proceedings of the 26th Annual Meeting of the Special Interest Group on Discourse and Dialogue, pages 275–284, Avignon, France. Association for Computational Linguistics.