1,155 research outputs found
An Architecture for Believable Socially Aware Agents
The main focus of this thesis is to solve the believability problem in video game agents by integrating necessary psychological and sociological foundations by means of role based architecture. Our design agent also has the capability to reason and predict the decisions of other actors by using its own mental model. The agent has a separate mental model for every actor
Artificial Companions with Personality and Social Role
Subtitle: "Expectations from Users on the Design of Groups of Companions"International audienceRobots and virtual characters are becoming increasingly used in our everyday life. Yet, they are still far from being able to maintain long-term social relationships with users. It also remains unclear what future users will expect from these so-called "artificial companions" in terms of social roles and personality. These questions are of importance because users will be surrounded with multiple artificial companions. These issues of social roles and personality among a group of companions are sledom tackled in user studies. In this paper, we describe a study in which 94 participants reported that social roles and personalities they would expect from groups of companions. We explain how the resulsts give insights for the design of future groups of companions endowed with social intelligence
Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games
Computer games are viewed by academics as unÖgrounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of àžon-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [ĐĄÒ»Đ°ĐĐ .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'àžŁ classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result
Comprehensive Believable Non Player Characters Creation and Management Tools for Emergent Gameplay
This thesis seeks a way to integrate popular psychosocial components required for believability to build a believable Non Player Characters (NPCs) model using the techniques of emergence. The believable NPCs model is scalable in terms of psychosocial models, customizable, flexible and data-driven. Comprehensive believable NPCs creation and management tools were developed to compose, generate, and maintain the system configuration data, as well as NPC profile data, using XML. Furthermore, a run-time prototype has been developed based on our proposed model to test its effectiveness. The prototype has also been evaluated for believable emergent behaviours in different social scenarios
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 productâs 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
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
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