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A memory model for emotional decision-making agent in a game

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Języki publikacji
EN
Abstrakty
EN
Virtual characters are an important part of many modern computer games. This paper describes a graph-based memory system designed for artificial agents that also simulate simple emotions. The system was tested using virtual simulation environment and it showed many new and desirable AI behaviours. These behaviours include simple preferences, reactions based on bot’s opinion of a stimuli or improvement of bot’s ability to find objects to interact with.
Rocznik
Strony
161--186
Opis fizyczny
Bibliogr. 10 poz., 2 il. (w tym 1 kolor.), wykr.
Twórcy
autor
  • Lodz University of Technology, Institute of Information Technology, Wólczańska 215, 90-924 Łódź, Poland
autor
  • Lodz University of Technology, Institute of Information Technology, Wólczańska 215, 90-924 Łódź, Poland
Bibliografia
  • [1] Ochs, M., Sabouret, N., and Corruble, V., Simulation of the Dynamics of Nonplayer Characters’ Emotions and Social Relations in Games, IEEE Transactions on Computational Intelligence and AI in Games, Vol. 1, No. 4, dec 2009, pp. 281-297.
  • [2] El-Nasr, M. S. and Skubic, M., A fuzzy emotional agent for decision-making in a mobile robot, In: 1998 IEEE International Conference on Fuzzy Systems Proceedings. IEEEWorld Congress on Computational Intelligence (Cat. No.98CH36228), IEEE, 1998.
  • [3] Daszuta, M., Szajerman, D., and Napieralski, P., Emotional Intelligence in Mobile Games, PTI, Polish Information Processing Society, 2017.
  • [4] Wróbel, F., Daszuta, M., Szajerman, D., and Wojciechowski, A., Adaptation of WASABI emotion engine for use in video games, Lodz University of Technology Monograph, 2017.
  • [5] Johansson, A. and Dell’Acqua, P., Emotional behavior trees, In: 2012 IEEE Conference on Computational Intelligence and Games (CIG), IEEE, sep 2012.
  • [6] Liu, Z., An autonomous emotion model for virtual human, In: 2008 IEEE International Conference on Automation and Logistics, IEEE, sep 2008.
  • [7] Wang, W., Tan, A.-H., and Teow, L.-N., Semantic Memory Modeling and Memory Interaction in Learning Agents, IEEE Transactions on Systems, Man, and Cybernetics: Systems, Vol. 47, No. 11, nov 2017, pp. 2882-2895.
  • [8] Mahmoud, I. M., Li, L., Wloka, D., and Ali, M. Z., Believable NPCs in serious games: HTN planning approach based on visual perception, In: 2014 IEEE Conference on Computational Intelligence and Games, IEEE, aug 2014.
  • [9] Arnold, M. B. and Plutchik, R., The Emotions: Facts, Theories and a New Model, The American Journal of Psychology, Vol. 77, No. 3, sep 1964, pp. 518.
  • [10] Bonabeau, E., Swarm Intelligence, OUP USA, 1999.
Uwagi
Opracowanie rekordu w ramach umowy 509/P-DUN/2018 ze środków MNiSW przeznaczonych na działalność upowszechniającą naukę (2019).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-b4393742-8a4c-4c2c-ba8f-8dad3be9cdb9
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