Analyzing Artificial Emotion in Game Characters Using Soft Computing
This paper describes a simulation model for analyzing artificial emotion injected to design the game characters. Most of the game storyboard is interactive in nature and the virtual characters of the game are equipped with an individual personality and dynamic emotion value which is similar to real life emotion and behavior. The uncertainty in real expression, mood and behavior is also exhibited in game paradigm and this is focused in the present paper through a fuzzy logic based agent and storyboard. Subsequently, a pheromone distribution or labeling is presented mimicking the behavior of social insects.
Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1080386Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1161
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