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Designing Agents That Recognise and Respond to Players’ Emotions

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Intelligent Interactive Multimedia: Systems and Services

Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 14))

Abstract

Giving agents the ability to sense, recognise and appropriately respond to the human emotions is one of the main methods to make the agents more believable. In intelligent tutoring systems, learners’ affective states have been incorporated in providing adaptive feedback. In game industry, however, emotions of players have not been paid enough attention. Games normally do not take into account of players’ emotions when they play games. Non-player characters do not respond to players’ emotional status. We argue that adapting to players’ emotions can make the non-player characters more believable and the game more enjoyable.

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Chen, W. (2012). Designing Agents That Recognise and Respond to Players’ Emotions. In: Watanabe, T., Watada, J., Takahashi, N., Howlett, R., Jain, L. (eds) Intelligent Interactive Multimedia: Systems and Services. Smart Innovation, Systems and Technologies, vol 14. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-29934-6_19

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  • DOI: https://doi.org/10.1007/978-3-642-29934-6_19

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-29933-9

  • Online ISBN: 978-3-642-29934-6

  • eBook Packages: EngineeringEngineering (R0)

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