FLAME—Fuzzy Logic Adaptive Model of Emotions
Autonomous Agents and Multi-Agent Systems
An Architecture for Action, Emotion, and Social Behavior
MAAMAW '92 Selected papers from the 4th European Workshop on on Modelling Autonomous Agents in a Multi-Agent World, Artificial Social Systems
ParleE: An Adaptive Plan Based Event Appraisal Model of Emotions
KI '02 Proceedings of the 25th Annual German Conference on AI: Advances in Artificial Intelligence
Improving game bot behaviours through timed emotional intelligence
Knowledge-Based Systems
Hi-index | 0.00 |
This paper describes the design and implementation of a module of emotions and personality for synthetic actors. Here are presented the results of previous researches, which were the basis of this project. With this information, a model for emotion generation using personality traits was designed in three stages, and implemented using fuzzy logic, FSMs, and probability theory. Finally, the functionalities of the module were shown using a demo version implemented with the videogame engine Unreal® 2 Runtime