The present disclosure includes systems and techniques relating to
simulating dialog in electronic games. In general, in one implementation,
the technique includes: receiving a player interruption signal during
presentation of a speech by a machine-controlled character in an
electronic game, modifying a state of the machine-controlled character
based on a time of the received player interruption relative to a length
of the speech, and generating an action of the machine-controlled
character based on the modified state. Modifying the state of the
machine-controlled character can include adjusting an attitude variable
of the machine-controlled character based on the time of the received
player interruption, selecting a location in a dialog tree for the
machine-controlled character based on the time of the received player
interruption, or both.