7,108 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

    Towards Learning ā€˜Selfā€™ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

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    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Emotional characters for automatic plot creation

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    The Virtual Storyteller is a multi-agent framework for automatic story generation. In this paper we describe how plots emerge from the actions of semi-autonomous character agents, focusing on the influence of the charactersā€™ emotions on plot development

    A virtual diary companion

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    Chatbots and embodied conversational agents show turn based conversation behaviour. In current research we almost always assume that each utterance of a human conversational partner should be followed by an intelligent and/or empathetic reaction of chatbot or embodied agent. They are assumed to be alert, trying to please the user. There are other applications which have not yet received much attention and which require a more patient or relaxed attitude, waiting for the right moment to provide feedback to the human partner. Being able and willing to listen is one of the conditions for being successful. In this paper we have some observations on listening behaviour research and introduce one of our applications, the virtual diary companion

    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

    Learning emotions in virtual environments

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    A modular hybrid neural network architecture, called SHAME, for emotion learning is introduced. The system learns from annotated data how the emotional state is generated and changes due to internal and external stimuli. Part of the modular architecture is domain independent and part must be\ud adapted to the domain under consideration.\ud The generation and learning of emotions is based on the event appraisal model.\ud The architecture is implemented in a prototype consisting of agents trying to survive in a virtual world. An evaluation of this prototype shows that the architecture is capable of\ud generating natural emotions and furthermore that training of the neural network modules in the architecture is computationally feasible.\ud Keywords: hybrid neural systems, emotions, learning, agents

    Playing The Role: Towards An Action Selection Architecture For Believable Behaviour In Non Player Characters and Interactive Agents

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    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

    A high-level architecture for believable social agents

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    The creation of virtual humans capable of behaving and interacting realistically with each other requires the development of autonomous believable social agents. Standard goal-oriented approaches are not well suited to it because they don't take into account important characteristics identified by the social sciences. This paper tackles the issue of a general social reasoning mechanism, discussing its basic functional requirements using a sociological perspective, and proposing a high-level architecture based on Roles, Norms, Values and Type
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