The role of emotion in believable agents
Communications of the ACM
Integrating models of personality and emotions into lifelike characters
Affective interactions
Social role awareness in animated agents
Proceedings of the fifth international conference on Autonomous agents
Tears and fears: modeling emotions and emotional behaviors in synthetic agents
Proceedings of the fifth international conference on Autonomous agents
User Modeling and User-Adapted Interaction
IMPROV: A System for Real-Time Animation of Behavior-Based Interactive Synthetic Actors
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Archetype-Driven Character Dialogue Generation for Interactive Narrative
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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In order for interactive agents to be believable, they will need to respond to any likely situation in a manner that is consistent with their personality, as well as their position within social hierarchies. Thus believable agents will need to have a clearly defined personality, social role, and other traits that will govern their actions in a virtual world. The goal of this paper is to present a template that can be used to define such traits of a character in order to maintain consistency. The template will be dominated by a model that defines aspects of personality typically used to define persons across cultures, aiding both intuitive creation by authors, and acceptance by users. It will also be able to take advantage of character stereotypes to ease the authoring process. In addition to this, a social hierarchy framework is given.