1. A system for gaming comprising: a video display; player sensors including a directional microphone for detecting input from players proximate to the system; a natural language processor configured to identify words detected from players via a player sensor; a circumstances inventory (CI) engine that includes a game states queue and a player attributes queue, and wherein the CI engine is programmed with instructions to collect current game states and player states for the game states queue and the player attributes queue, respectively; a social intelligence engine including an emotional state interpreter configured to process information from the player sensors and natural language processor about respective players and pass processed information to the player attributes queue based on information corresponding to each identified player; an artificial intelligence engine suitable for receiving data from and configured to be in communication with the CI engine, the data representing standard game states from an electronic game table, wherein the artificial intelligence engine is configured with instructions to: associate the standard game states with possible virtual assistant reactions, and save the associations as knowledge; and create virtual assistant interactions in real time by selecting a virtual assistant reaction; and a virtual assistant projector configured with instructions to display an automated virtual assistant on the video display based on at least one of the virtual assistant interactions, and wherein the virtual assistant is projected based on the selected virtual assistant reaction, and wherein the virtual assistant projector is further configured with possible virtual assistant emotions for the virtual assistant reaction, and wherein the artificial intelligence engine is configured with instructions to: create associations between game states and virtual assistant emotions, select an emotion for the virtual assistant projector to display for the virtual assistant interactions, and provide conversational dialogue using the selected emotion.
1. A system for gaming comprising: a video display; player sensors including a directional microphone for detecting input from players proximate to the system; a natural language processor configured to identify words detected from players via a player sensor; a circumstances inventory (CI) engine that includes a game states queue and a player attributes queue, and wherein the CI engine is programmed with instructions to collect current game states and player states for the game states queue and the player attributes queue, respectively; a social intelligence engine including an emotional state interpreter configured to process information from the player sensors and natural language processor about respective players and pass processed information to the player attributes queue based on information corresponding to each identified player; an artificial intelligence engine suitable for receiving data from and configured to be in communication with the CI engine, the data representing standard game states from an electronic game table, wherein the artificial intelligence engine is configured with instructions to: associate the standard game states with possible virtual assistant reactions, and save the associations as knowledge; and create virtual assistant interactions in real time by selecting a virtual assistant reaction; and a virtual assistant projector configured with instructions to display an automated virtual assistant on the video display based on at least one of the virtual assistant interactions, and wherein the virtual assistant is projected based on the selected virtual assistant reaction, and wherein the virtual assistant projector is further configured with possible virtual assistant emotions for the virtual assistant reaction, and wherein the artificial intelligence engine is configured with instructions to: create associations between game states and virtual assistant emotions, select an emotion for the virtual assistant projector to display for the virtual assistant interactions, and provide conversational dialogue using the selected emotion. 7. The system of claim 1 , wherein the automated virtual assistant functions as an animated bystander accessory for presenting information based on game state information and output from the artificial intelligence engine, wherein the game state information output from the artificial intelligence engine is conventionally displayable.