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1997
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5 pages
1 file
This paper describes research undertaken while developing an interactive game based on a children's science fiction film. The aim of the project is to develop artificial intelligence agents as characters in the game world which interact with the player around various predetermined scenarios. We describe the development of a representation for agent attributes, and how they affect on-going moods and changing relationships between agents during the game.
International Journal of Computer Games Technology, 2009
There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.
2006
Abstract. This paper describes the design and implementation of a module of emotions and personality for synthetic actors. Here are presented the results of previous researches, which were the basis of this project. With this information, a model for emotion generation using personality traits was designed in three stages, and implemented using fuzzy logic, FSMs, and probability theory. Finally, the functionalities of the module were shown using a demo version implemented with the videogame engine Unreal® 2 Runtime.
2004
We are creating an environment for investigating the role of advanced AI in interactive, story-based computer games. This environment is based on the Unreal Tournament (UT) game engine and the Soar AI engine. Unreal provides a 3D virtual environment, while Soar provides a flexible architecture for developing complex AI characters. This paper describes our progress to date, starting with our game, Haunt 2, which is designed so that complex AI characters will be critical to the success (or failure) of the game. It addresses design issues with constructing a plot for an interactive storytelling environment, creating synthetic characters for that environment, and using a story director agent to tell the story with those characters.
2008
In this paper, we consider emotion as a factor in the decision-making process and actions taken by an agent can be represented by a model, called "emotional model" created with specific focus on computer games development. It is designed to explore people's behavior in certain circumstances, while under specified emotional states. Special attention was given to the thought process and actions displayed in the hypothetical scenarios. We characterized thoughts and actions associated with each scenario and emotional state. Each particular action or proof of steps taken in the thought process was given a percentage value directly proportional to answers given by the test population. Finally, we developed an experimental game program for the evaluation of our emotional decision making model. The aim of the evaluation was to find out how real life agents reacted in certain situations and what processes the human mind runs through when thinking and acting upon certain situations.
Computers in Entertainment, 2008
Recent developments in games and interactive storytelling applications have seen artificially intelligent computer controlled characters being included extensively. Non-human controlled characters are starting to play an increasingly significant role in enhancing the perceived intelligence of games. Although many of them employed certain cheating techniques (e.g. allocating more resources at the start to AI opponents to make them appear more aggressive), some limited learning did appear in several games (e.g. letting AI opponents remember where human users initiated attacked in previous game). In our Virtual Singapura research project, we incorporate software agents into our virtual world to provide more complex user interactions. With intelligent software agents being infused into interactive digital media applications, there is great potential in improving the overall user experience. However, during the process of our research, we discovered that the traditional way of adding a m...
Simulation & Gaming, 2006
Artificial intelligence and intelligent agents are sources of synergy for simulation and computer-based games. They support striking realism of the physical environment and provide unique opportunities for learning and complex operations. This article's purpose is to explore the relationship of software agents to simulation and games. This includes agents with advanced cognitive abilities (introspection, perception, anticipation, and understanding) as well as those representing personality, emotion, and cultural aspects of individuals and societies including issues. A recent special issue of Simulation: Transactions of the Society for Modeling and Simulation International on agent-directed simulation (ADS) is introduced. As a prelude to its presentation, the promising synergy of artificial intelligence, simulation, and gaming is elaborated on. A unifying paradigm for the synergy of agents and simulation and gaming—namely, ADS—is presented. It includes agent simulation, agent-sup...
eden.dei.uc.pt
Abstract. Digital entertainment industry uses multi-agents techniques based on several different approaches to establish autonomous characters that behave the most believable way as possible. This article presents a preliminary version of an agent architecture based on psychological and neurobiological theories. We expect that this architecture could facilitate implementation of synthetic believable characters by providing ways of defining different personalities for them while keeping the decisionmaking process evaluation time ...
2010
Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question "Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both review and consolidate a range of background material based on the psychology of emotions to provide a cohesive foundation on which to base any subsequent work. Once this review was completed, a range of supplemental material was investigated including computational models of emotions, current implementations of emotions in games and virtual worlds, machine learning techniques suitable for implementing aspects of emotions in characters in virtual world, believability and the role of emotions, and finally a discussion of interactive characters in the form of chat bots and non-player characters. With these reviews completed, a synthesis of the research resulted in the defining of an emotion architecture for use with pre-existing agent behaviour systems, and a range of evaluation techniques applicable to agents with emotions. To support validation of the proposed architecture three case studies were conducted that involved applying the architecture to three very different software platforms featuring agents. The first was applying the architecture to combat bots in Quake 3, the second to a chat bot in the virtual world Second Life, and the third was to a web chat bot used for e-commerce, specifically dealing with question and answers about the companies services. The three case studies were supported with several small pilot evaluations that were intended to look at different aspects of the implemented architecture including; (1) Whether or not users noticed the emotional enhancements. Which in the two small pilot studies conducted, highlighted that the addition of emotions to characters seemed to affect the user experience when the encounter was more interactive such as in the Second Life implementation. Where the interaction occurred in a combat situation with enemies with short life spans, the user experience seemed to be greatly reduced. (2) An evaluation was conducted on how the combat effectiveness of combat bots was affected by the addition of emotions, and in this pilot study it was found that the combat effectiveness was not quite statistically reduced, even when the bots were running away when afraid, or attacking when angry even if close to death. In summary, an architecture grounded in formal psychology is presented that is suitable for interactive characters in games and virtual worlds, but not perhaps ideal for applications
2004
In this paper we describe the experiences we had at our group in building synthetic characters for virtual story telling and games applications. We provide an analysis framework useful to classify the autonomy of synthetic characters versus the control of the users over those characters. In this framework we distinguish between several types of autonomy of characters, in particular: scripted; partially scripted; influenced by role and autonomous. These types of autonomy can be found in some of the systems we have build at our group, namely Tristão and Isolda, Papous, Teatrix and FantasyA.
2007
Computer Science students are not only interested in playing games but also highly motivated to learn how games are developed. This paper proposes a novel agent augmented game development framework in a 3D virtualized environment that allows students to become the players, the situated learners and the designers, who create games/stories in an immersive 3D environment, simultaneously. Unlike most of existing games in which agents are designed to play some roles or to execute specific tasks, we augment the whole game world as an interactive multi-agent system. The agent intractability and autonomy enhance the user interactions and enable the dynamic story creation in a situated learning/playing environment. The proposed approach significantly increases the interests of students in learning to design the game from playing. An interactive game for science learning in secondary schools is presented to illustrate our approach. The proposed game framework as well as the 3D virtualized game environment has been successfully used in a number of capstone projects in recent two years. Students enjoyed learning and designing games through playing.
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