Analyzing Artificial Emotion in Game Characters Using Soft Computing
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32797
Analyzing Artificial Emotion in Game Characters Using Soft Computing

Authors: Musbah M. Aqel, P. K. Mahanti, Soumya Banerjee

Abstract:

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.

Keywords: Artificial Emotion, Fuzzy logic, Game character, Pheromone label

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1080386

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1262

References:


[1] Mark Ingebretsen, "Toward More Human Video Game Characters", IEEE Intelligent Systems, 1541-1672/08, July - August 2008, pp. 4-7.
[2] P. Ekman, "Facial Expressions and Emotion", American Psychologist, 48(4), 1993, pp. 384-392.
[3] A. Ortony, G. Clore, and A. Collins, "The Cognitive Structure of Emotions", Cambridge University Press, Cambridge, 1988.
[4] R. McCrae and O. John, "An Introduction to the Five- Factor Model and its Applications", Journal of Personality, 60(2), Janaury1992, pp. 175-215.
[5] D. Livingstone, "Turing-s Test and Believable AI in Games", CiE 4(1), 2006.
[6] C.Thurau,, T. Paczian and C. Bauckhage, "Is Bayesian Imitation Learning the Route to Believable Game bots?", In: Proc. GAME-ON North America. 2005, pp. 3-9.
[7] Marco Dorigo, Mauro Birattari, and Thomas St¨utzle, "Ant Colony Optimization: Artificial Ants as Computational Intelligence Technique", IEEE Computational Intelligence Magazine, November 2006, pp. 28- 39.
[8] David Milam, Magy Seif El-Nasr, and Ron Wakkary, "Looking at the Interactive Narrative Experience through the Eyes of the Participants", International Conference on Interactive Storytelling, 2008, pp. 2-11.
[9] Magy Seif El-Nasr and Athanasios V. Vasilakos, "International Journal on Computer Science, Special Issue on Computational Art", 2008. (Introduction to special edition for the journal).
[10] Jackeline Spinola de Freitas and and João Queiroz, "Artificial Emotions: Are We Ready for Them?", Lecture Notes in Computer Science, Springer Berlin/ Heidelberg, Volume 4648, 2007, pp. 223-232.
[11] Seungwon Oh and Minsoo Hahn, "Proposal of an Artificial Emotion Expression System Based on External Stimulus and Emotional Elements", Lecture Notes in Computer Science, Springer Berlin/ Heidelberg Volume 5208, 2008, pp. 526-527.