28,722 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    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

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    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

    A conceptual framework for interactive virtual storytelling

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    This paper presents a framework of an interactive storytelling system. It can integrate five components: management centre, evaluation centre, intelligent virtual agent, intelligent virtual environment, and users, making possible interactive solutions where the communication among these components is conducted in a rational and intelligent way. Environment plays an important role in providing heuristic information for agents through communicating with the management centre. The main idea is based on the principle of heuristic guiding of the behaviour of intelligent agents for guaranteeing the unexpectedness and consistent themes

    Educational innovation, learning technologies and Virtual culture potentialā€™

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    Learning technologies are regularly associated with innovative teaching but will they contribute to profound innovations in education itself? This paper addresses the question by building upon Merlin Donald's coā€evolutionary theory of mind, cognition and culture. He claimed that the invention of technologies for storing and sharing external symbol systems, such as writing, gave rise to a ā€˜theoretic cultureā€™ with rich symbolic representations and a resultant need for formal education. More recently, Shaffer and Kaput have claimed that the development of external and shared symbolā€processing technologies is giving rise to an emerging ā€˜virtual cultureā€™. They argue that mathematics curricula are grounded in theoretic culture and should change to meet the novel demands of ā€˜virtual cultureā€™ for symbolā€processing and representational fluency. The generic character of their cultural claim is noted in this paper and it is suggested that equivalent pedagogic arguments are applicable across the educational spectrum. Hence, four general characteristics of virtual culture are proposed, against which applications of learning technologies can be evaluated for their innovative potential. Two illustrative uses of learning technologies are evaluated in terms of their ā€˜virtual culture potentialā€™ and some anticipated questions about this approach are discussed towards the end of the paper

    Ontological Approaches to Modelling Narrative

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    We outline a simple taxonomy of approaches to modelling narrative, explain how these might be realised ontologically, and describe our continuing work to apply these techniques to the problem of Memories for Life

    Narrative Generation in Entertainment: Using Artificial Intelligence Planning

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    From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ā€˜AI softwareā€™ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ā€˜soap operasā€™

    The Virtual Storyteller: story generation by simulation

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    The Virtual Storyteller is a multi-agent framework that generates stories based on a concept called emergent narrative. In this paper, we describe the motivation and approach of the Virtual Storyteller, and give an overview of the computational processes involved in the story generation process. We also discuss some of the challenges posed by our chosen approach
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