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 language | English |
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Title of host publication | Adaptive and Emergent Behaviour and Complex Systems |
Subtitle of host publication | Proceedings of the 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009 |
Pages | 75-80 |
Number of pages | 6 |
Publication status | Published - 2009 |
Event | 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009 - Edinburgh, United Kingdom Duration: 6 Apr 2009 → 9 Apr 2009 |
Conference
Conference | 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009 |
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Country/Territory | United Kingdom |
City | Edinburgh |
Period | 6/04/09 → 9/04/09 |