The affective reasoner: a process model of emotions in a multi-agent system
The affective reasoner: a process model of emotions in a multi-agent system
Social role awareness in animated agents
Proceedings of the fifth international conference on Autonomous agents
IEEE Spectrum
Believable agents: building interactive personalities
Believable agents: building interactive personalities
Programming Believable Characters for Computer Games (Game Development Series)
Programming Believable Characters for Computer Games (Game Development Series)
Artificial Intelligence For Computer Games: An Introduction
Artificial Intelligence For Computer Games: An Introduction
Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Affective Computation Based NPC Behaviors Modeling
WI-IATW '06 Proceedings of the 2006 IEEE/WIC/ACM international conference on Web Intelligence and Intelligent Agent Technology
AI Game Development
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
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
Feeling and reasoning: a computational model for emotional characters
EPIA'05 Proceedings of the 12th Portuguese conference on Progress in Artificial Intelligence
An emotional architecture for virtual characters
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
A domain-independent framework for modeling emotion
Cognitive Systems Research
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This paper introduces a novel approach to integrating various psychosocial models to facilitate the construction of flexible, expressive, and believable non player characters for modern video games. Instead of forcing game designers and developers to choose from a multitude of possible models for personality, emotion, and so on, each with their own strengths and weaknesses, our approach enables the use of multiple models simultaneously, either partially or in their entirety. In doing so, we can provide considerable flexibility and customizability in character design, leading to richer and more varied characters in video games. Based on our approach, a prototype run-time system has been developed, using our earlier work in emergent characters as a foundation. To further support our approach in the creation of characters, tools have also been created to construct psychosocial models, as well as the characters based on these models. These prototypes have been evaluated and shown through experimentation to produce very positive results, and have great promise for continued work in the future.