Abstract
Emotions are fundamental in in any person’s life, and would be no different in games. While games are based at the gameplay for achieving the necessary fun factor, emotive elements are becoming common and in some cases even necessary. In some computing entertainment based systems, including and bringing emotional aspects from the real world may aspects of reality, turning the virtual characters more believable. This poster proposes a novel architecture for supporting Non-player character (NPC) behavior modeling, enhancing emotive agents. Personality, mood and emotive features are determined to the agents, based on well-established models developed in psychology. We validate our system in simulation games.
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Sales, R., Clua, E., de Oliveira, D., Paes, A. (2013). An Artificial Emotional Agent-Based Architecture for Games Simulation. In: Anacleto, J.C., Clua, E.W.G., da Silva, F.S.C., Fels, S., Yang, H.S. (eds) Entertainment Computing – ICEC 2013. ICEC 2013. Lecture Notes in Computer Science, vol 8215. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41106-9_20
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DOI: https://doi.org/10.1007/978-3-642-41106-9_20
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-41105-2
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