2 research outputs found
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NPCs as People, Too: The Extreme AI Personality Engine
PK Dick once asked “Do Androids Dream of Electric Sheep?” In video games, a similar question could be asked of non-player characters: Do NPCs have dreams? Can they live and change as humans do? Can NPCs have personalities, and can these develop through interactions with players, other NPCs, and the world around them? Despite advances in personality AI for games, most NPCs are still undeveloped and undeveloping, reacting with flat affect and predictable routines that make them far less than human— in fact, they become little more than bits of the scenery that give out parcels of information. This need not be the case. Extreme AI, a psychology-based personality engine, creates adaptive NPC personalities. Originally developed as part of the thesis “NPCs as People: Using Databases and Behaviour Trees to Give Non-Player Characters Personality,” Extreme AI is now a fully functioning personality engine using all thirty facets of the Five Factor model of personality and an AI system that is live throughout gameplay. This paper discusses the research leading to Extreme AI; develops the ideas found in that thesis; discusses the development of other personality engines; and provides examples of Extreme AI’s use in two game demos
An emotion-based adaptive behavioural model for simulated virtual agents
Abstract—Simulations utilizing virtual humans, or computer controlled agents, are more predominant now than ever. Many of these simulations suffer from a lack of effective, stimulating, and natural emotion-based behaviours in the interaction among the non-personal-characters, as well as with the human users. This lack of appropriate behaviour with emotion is caused by the fact that the structures driving the agents ’ behaviour are normally linear, cyclic, and not derived from any believable model. This project aims to develop an easy-to-use, portable, diverging, and adaptive behavioural model based on psychological and sociological research, for simulation designers to utilize easily in their virtual world. Index Terms—Behavioural model, emotion, virtual simulation. I