Applying a cognitive architecture to control of virtual non-player characters

  • Authors:
  • Christopher McCollum;Charles Barba;Thomas Santarelli;John Deaton

  • Affiliations:
  • CHI Systems, Inc., Fort Washington, PA;CHI Systems, Inc., Fort Washington, PA;CHI Systems, Inc., Fort Washington, PA;CHI Systems, Inc., Orlando, FL

  • Venue:
  • WSC '04 Proceedings of the 36th conference on Winter simulation
  • Year:
  • 2004

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Abstract

CHI Systems, under contract to the U. S. Army Research Institute, is developing an immersive training system, called Virtual Environment Cultural Training for Operational Readiness (VECTOR), which applies highly experiential, scenario-based virtual environments to training in cultural familiarization. To produce an interactive, realistic training environment, the simulation must incorporate synthetic actors, or non-player characters (NPC's), that are capable of evaluating and responding to the cultural propriety of trainee's actions. The main focus of the paper is on explaining how iGEN™ cognitive modeling architecture is being used to create executable cognitive models and emotion models which inform and constrain the overall reactions and behaviors of NPC's toward the trainee. In addition to influencing the behavior of the active NPCs, the emotion models constrain interactions with NPC's encountered later in a scenario. In this way, the training system provides a means of modeling the overall cumulative emotional state of the simulated population.