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
Externally publishedYes
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

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