Experiencing Affective Agents in Simulation Games

Autores

  • Rainier Sales Universidade Federal Fluminense.
  • Esteban Clua Universidade Federal Fluminense.
  • Aline Paes Universidade Federal Fluminense.
  • Daniel de Oliveira Universidade Federal Fluminense.

DOI:

https://doi.org/10.13037/ria.vol9n1.2745

Palavras-chave:

Affective Agents, Digital Games, Artificial Intelligence, Agents Architecture, NPC, Provenance Data

Resumo

Usually, characters of games based on the real world are simplified stereotypes of the human they represent, as suchgames disregard psychological aspects of the human mind. However, emotive elements based on humans may beessential to achieve a proper fun factor to the game player. Moreover, by applying emotional aspects related to humanbeings, we are able to insert aspects of the reality from a human point of view, which is going to yield an expected behaviorof the characters similar to those made outside the game. Thus, in this article we developed an architecture to modifythe behavior of non-player character (NPC), making them an affective agent. Personality traits, mood and emotionmodels based on well-established theories of psy-chology are associated to the NPC so that the behavior and generalway of thinking of humans are simulated.

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Biografia do Autor

Rainier Sales, Universidade Federal Fluminense.

Universidade Federal Fluminense

Esteban Clua, Universidade Federal Fluminense.

Universidade Federal Fluminense.

Aline Paes, Universidade Federal Fluminense.

Universidade Federal Fluminense.

Daniel de Oliveira, Universidade Federal Fluminense.

Universidade Federal Fluminense.

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Publicado

13-05-2014

Edição

Seção

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