Implementation of Millenson's model of emotions in a game environment

William Blewitt*, Aladdin Ayesh

*Corresponding author for this work

    Research output: Chapter in Book/Report/Conference proceedingPublished conference contribution

    6 Citations (Scopus)

    Abstract

    Emotions, arguably, impact our perception and decision-making. Modelling emotions and emotional responses in non-player characters is an active field of investigation. Our work centres on the implementation of psychological models through fuzzy logic, as a way of informing agent decisionmaking in video games. This paper presents an emotion model proposed by Millenson, and the demonstration of this model in a game environment. We shall include an outline of the psychological background to our work, the specifics of the implementation, and some discussion of our conclusions.

    Original languageEnglish
    Title of host publicationAdaptive and Emergent Behaviour and Complex Systems
    Subtitle of host publicationProceedings of the 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009
    Pages75-80
    Number of pages6
    Publication statusPublished - 2009
    Event23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009 - Edinburgh, United Kingdom
    Duration: 6 Apr 20099 Apr 2009

    Conference

    Conference23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009
    Country/TerritoryUnited Kingdom
    CityEdinburgh
    Period6/04/099/04/09

    Fingerprint

    Dive into the research topics of 'Implementation of Millenson's model of emotions in a game environment'. Together they form a unique fingerprint.

    Cite this