1,186 research outputs found
Learning Emotions: A Software Engine for Simulating Realistic Emotion in Artificial Agents
This paper outlines a software framework for the simulation of dynamic emotions in simulated agents. This framework acts as a domain-independent, black-box solution for giving actors in games or simulations realistic emotional reactions to events. The emotion management engine provided by the framework uses a modified Fuzzy Logic Adaptive Model of Emotions (FLAME) model, which lets it manage both appraisal of events in relation to an individual’s emotional state, and learning mechanisms through which an individual’s emotional responses to a particular event or object can change over time. In addition to the FLAME model, the engine draws on the design of the GAMYGDALA emotional engine for games. Evaluations of the model’s behavior over a set of test cases are performed, with a discussion of the model’s efficacy in different situations
Challenges in Modelling Social Conflicts: Grappling with Polysemy
This discussion paper originates from the preceding annual workshop of the Special Interest Group on Social Conflict and Social Simulation (SIG-SCSS) of the ESSA. The workshop especially focused on the need to identify and examine challenges to modeling social conflicts. It turned out that the polysemous nature of social conflicts makes it very difficult to get a grasp of their complexity. In order to deal with this complexity, various dimensions have to be taken into consideration, beginning with the question of how to identify a conflict in the first place. Other dimensions include the relation of conflict and rationality and how to include non-rational factors into conflict models. This involves a conception of organized action. Finally, guiding principles for model development are being discussed. We would like to invite readers of the Journal of Artificial Societies and Social Simulation to 'sow the seeds' of this debate.Social Conflicts, Conflict Models, Modelling Challenges, Polysemy, Rationality, Emotions
Emotions on agent based simulators for group formation
Time and space consuming are key factors in a meeting, and
therefore must be object of consideration in any process of
socialization. So, group decision simulation could be a
valuable training tool, through which it will be possible to
create and test virtual group decision scenarios. In this work
we propose a multi-agent simulator of group decision
making that models the participant cortex by considering its
emotional states and the exchange of arguments among
them.Fundação para a Ciência e a Tecnologia (FCT) - ArgEmotionAgents Project (POSI/EIA/56259/2004)
Formalization of Event Perception and Event Appraisal Process
Integration of emotion in a virtual agent is a topic of research to depict human-like behavior in a simulated environment. For the last few decades, many researchers are working in the field of incorporating emotions in a virtual agent. In the emotion model, the behavior of an agent depends upon how the event is perceived by the agent with respect to the goal. Hence, perception of the event while considering the past experience, importance of event towards achieving goal, agent’s own capabilities and resources is an important process which directly influences the decision making and action selection. The proposed models, till date, are either too complex to adapt or are using a very few parameters to describe the event. So, in this paper, we propose an extension of perception process in an existing emotion model, EMIA and suggest the formalization of event perception and appraisal processes to make it adaptable. This has been carried out using five parameters for event description along-with fuzzy logic which makes the process more effective yet simple
Building Embodied Agents That Experience and Express Emotions: A Football Supporter as an Example
agent that experiences and expresses emotions. Obie has an adaptive, quantitative and domain-independent emotion component which appraises events to trigger emotions. Obie's emotions are expressed via his utterances or his facial expressions. The expression via utterances is done by a simple mapping from emotions to text fragments. The mapping from emotions to facial expressions is done by a fuzzy rule-based system. Obie's utterances and facial expressions are presented in his 3D talking head. In the research described in this paper, Obie was implemented as a football supporter agent. We show how Obie experiences different emotions during a football match. We also indicate how Obie with different personalities experiences emotions differently
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