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EEP — A lightweight emotional model: Application to RPG video game characters

机译:EEP —轻量级的情感模型:在RPG视频游戏角色中的应用

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摘要

A key factor for the playing experience in modern video games is the behavior of the agents in the game. Recently, several mechanisms have been put forward, with the objective to define synthetic emotional models, so as to make the player believe that the responses of the software agents are motivated, in some way, by emotions. However, there is currently no virtual agent model that satisfies the restrictions imposed by the software development of a commercial video game, namely limited design time and computational complexity but offering flexible mechanisms to define emotional reactions. In this paper, we present the Emotional Elicitation Process (EEP), a lightweight emotional model suitable for use in real-time video game environments. EEP includes: (1) a parametric definition for the character emotional profile, (2) a mechanism to translate events into emotions, (3) a method to update mood state by these emotions, and (4) a mechanism to map mood state into different behavior controllers. We illustrate this model by an example from a commercial role-playing game (RPG) scenario, in which a relatively simple set-up of EEP can produce realistic emotional behaviors consuming few computational resources.
机译:现代视频游戏中玩体验的关键因素是游戏中代理商的行为。最近,已经提出了几种机制,目的是定义综合情绪模型,以使玩家认为软件代理的反应是以某种方式激励的。然而,目前没有虚拟代理模型,满足商业视频游戏的软件开发所施加的限制,即有限的设计时间和计算复杂性,而是提供灵活的机制来定义情绪反应。在本文中,我们介绍了情绪引发过程(EEP),一种适合在实时视频游戏环境中使用的轻质情绪模型。 EEP包括:(1)角色情绪化配置文件的参数定义,(2)将事件转化为情绪的机制,(3)通过这些情绪更新情绪状态的方法,以及(4)将情绪状态映射到情绪状态的机制不同的行为控制器。我们通过来自商业角色扮演游戏(RPG)场景的示例来说明该模型,其中EEP的相对简单的设置可以产生消耗少量计算资源的逼真的情感行为。

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