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Modeling believable game characters

机译:建模可信的游戏角色

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摘要

The behavior of virtual characters in computer games is usually determined solely by decision trees or finite state machines, which is detrimental to the characters' believability. It has been argued that enhancing the virtual characters with emotions, personalities, and moods, may make their behavior more diverse and thus more believable. Most research in this direction is based on existing (socio-)psychological literature, but not tested in a suitable experimental setting where humans interact with the virtual characters. In our research, we use a simplified version of the personality model of Ochs et al. [1], which we test in a game which has human participants interact with three agents with different personalities: an extraverted agent, a neurotic agent, and a neutral agent. The model only influences the agents' emotions, which are only exhibited by their facial expressions. The participants were asked to assess the agents' personality based on six possible traits. We found that the participants considered the neurotic agent as the most neurotic, while there are also indications that the extraverted agent was considered the most extraverted. We conclude that players will indeed distinguish personality differences between agents based on their facial expression of emotions. Therefore, using a personality model may make it easy for game developers to quickly create a high variety of virtual characters, who exhibit individual behaviors, making them more believable.
机译:虚拟角色在计算机游戏中的行为通常仅由决策树或有限状态机确定,这不利于角色的可信度。有人认为,通过情感,个性和情绪来增强虚拟角色,可能会使他们的行为更加多样化,从而更加可信。在这个方向上的大多数研究都是基于现有的(社会)心理学文献,但是并未在人类与虚拟角色互动的合适实验环境中进行测试。在我们的研究中,我们使用Ochs等人的人格模型的简化版本。 [1],我们在一个游戏中进行了测试,该游戏具有人类参与者与三种具有不同性格的特质互动:外向性特质,神经质特质和中性特质。该模型仅影响代理人的情感,而情感只能通过其面部表情来体现。要求参与者根据六个可能的特征评估特工的性格。我们发现参与者认为神经质药物是最神经质的,同时也有迹象表明外向性药物被认为是外向性最强的药物。我们得出的结论是,玩家确实会根据他们的面部表情来区分特工之间的性格差异。因此,使用个性模型可以使游戏开发人员更容易快速创建各种虚拟角色,这些虚拟角色表现出个人行为,从而更加可信。

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