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. © IFIP International Federation for Information Processing 2013.
CITATION STYLE
Sales, R., Clua, E., De Oliveira, D., & Paes, A. (2013). An artificial emotional agent-based architecture for games simulation. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8215 LNCS, pp. 156–159). Springer Verlag. https://doi.org/10.1007/978-3-642-41106-9_20
Mendeley helps you to discover research relevant for your work.