764 research outputs found
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
In this paper, we address the problem of creating believable agents (virtual
characters) in video games. We consider only one meaning of believability,
``giving the feeling of being controlled by a player'', and outline the problem
of its evaluation. We present several models for agents in games which can
produce believable behaviours, both from industry and research. For high level
of believability, learning and especially imitation learning seems to be the
way to go. We make a quick overview of different approaches to make video
games' agents learn from players. To conclude we propose a two-step method to
develop new models for believable agents. First we must find the criteria for
believability for our application and define an evaluation method. Then the
model and the learning algorithm can be designed
Flexible story generation with Norms and Preferences in computer role playing games
Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation is the large amount of time
Creating adaptive and individual personalities in many characters without hand crafting behaviours
Believable characters significantly increase the immersion of users or players in interactive applications. A key component of believable characters is their personality, which has previously been implemented statically using the time consuming task of hand-crafting individuality for each character. Often personality has been modeled based on theories that assume behavior is the same regardless of situation and environment. This paper presents a simple affective and cognitive framework for interactive entertainment characters that allows adaptation of behavior based on the environment and emotions. Different personalities are reflected in behavior preferences which are generated based on individual experience. An initial version of the framework has been implemented in a simple scenario to explore which parameters have the greatest effect on agent diversity
Aplib: Tactical Programming of Intelligent Agents
This paper presents aplib, a Java library for programming intelligent agents,
featuring BDI and multi agency, but adding on top of it a novel layer of
tactical programming inspired by the domain of theorem proving. Aplib is also
implemented in such a way to provide the fluency of a Domain Specific Language
(DSL). Compared to dedicated BDI agent programming languages such as JASON,
2APL, or GOAL,aplib's embedded DSL approach does mean that \aplib\ programmers
will still be limited by Java syntax, but on other hand they get all the
advantages that Java programmers get: rich language features (object
orientation, static type checking, -expression, libraries, etc), a
whole array of development tools, integration with other technologies, large
community, etc
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
An interactive, generative Punch and Judy show using institutions, ASP and emotional agents
Using Punch and Judy as a story domain, we describe an interactive puppet show, where the flow and content of the story can be influenced by the actions of the audience. As the puppet show is acted out, the audience reacts to events by cheering or booing the characters. This affects the agents’ emotional state, potentially causing them to change their actions, altering the course of the narrative. An institutional normative model is used to constrain the narrative so that it remains consistent with the Punch and Judy canon. Through this vignette of a socio-technical system (STS), comprising human and software actors, an institutional model – derived from narrative theory – and (simplistic) technological interaction artifacts, we begin to be able to explore some of the issues that can arise in STS through the prism of the World-Institution-Technology (WIT) model
Playing The Role: Towards An Action Selection Architecture For Believable Behaviour In Non Player Characters and Interactive Agents
Non Player Characters(NPC) in many types of video games must make believable choices in order to create player immersion and enjoyment. This thesis proposes, implements and tests a novel NPC architecture making use of Role Theory, Appraisal Theory and Utility-Based decision making
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