A system and method is disclosed that supervises the behavior of interactive characters using dynamic, fuzzy, social rules. These characters, called Protags, resemble human beings and are modeled after universal characters and story motifs. Protags respond to input from speech recognizers, text based natural language recognition systems and manipulation of objects in the virtual world in which these characters reside.
Voice to text conversion with keyword parse and match to semantic and transactional concepts stored in a brain pool state machine using word distance to generate character model interaction in a plurality of dramatic modes