Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach n^m where n is the number of options at each fork and m is the depth of the tree).
The first computer dialogue system was featured in ELIZA, a primitive natural language processing computer program written by Joseph Weizenbaum between 19.
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Phase One commences with Social Media Research, also known as “Stalking.” In under three minutes, enough data can be gathered to let the young person know if they even need to contemplate moving on to the next phase.
Of course, dating apps, such as Tinder and Bumble, can fast-track Phase One even more efficiently.
So, take off your letterman sweater, Dad, and put down your Sony Walkman, Mom.
Here are some things you need to know to help keep the eye rolls and “teensplaining” to a minimum: First of all, banish from your brain the memories you had of dating back in high school or college, when all the logistics took FOREVER and people actually had to TALK to strangers.
Another variation of branching dialogues can be seen in the adventure game Culpa Innata, where the player chooses a tactic at the beginning of a conversation, such as using either a formal, casual or accusatory manner, that affects the tone of the conversation and the information gleaned from the interviewee.
This mechanism allows game designers to provide interactive conversations with nonplayer characters without having to tackle the challenges of natural language processing in the field of artificial intelligence.
However, these are usually not real tree data structure in programmers sense, because they contain cycles as can be seen on illustration on this page.