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Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Caring for Agents and Agents that Care: Building Empathic Relations with Synthetic Agents
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Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
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Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Emotional Agents for Interactive Environments
C5 '06 Proceedings of the Fourth International Conference on Creating, Connecting and Collaborating through Computing
Generating Ambient Behaviors in Computer Role-Playing Games
IEEE Intelligent Systems
Dialogs taking into account experience, emotions and personality
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
An Emotional Model for Synthetic Characters with Personality
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
An emergent framework for realistic psychosocial behaviour in non player characters
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Player motivations: A psychological perspective
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Creating adaptive and individual personalities in many characters without hand-crafting behaviors
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Personality templates and social hierarchies using stereotypes
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
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Proceedings of the Workshop at SIGGRAPH Asia
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Creating believable agents with personality is a popular research area in game studies but academic research in this area usually focuses on one facet of personality - for example, only on moods or character traits. The present study proposes a motivational framework to predict goal-directed behaviour of virtual agents in a computer game and explores the opportunities of using personality inventories based on the same motivational framework to design virtual agents with personality. This article claims that motivation to reach a goal is influenced by psychological needs which are represented with an equation that determines the strength of a character's motivational force. The framework represented by this study takes into account psychological needs and their interrelations for analyzing choices of virtual agents in a computer game.