A Computational Model of Emotions for Agent-Based Crowds in Serious Games

Heiko Aydt, M. Lees, Linbo Luo, Wentong Cai, M. Low, Kabilen Sornum
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引用次数: 24

Abstract

Crowd behaviour is an interesting social phenomenon that emerges from complex interactions of individuals. An important aspect of individual behaviour is emotion which plays a significant role in all aspects of human decision making. For example, heightened emotional states can lead people to take highly unexpected or irrational actions. One popular motivation for simulation of virtual crowds is to generate believable characters in movies and computer games. Recently the concept of serious games has been introduced in both academic and industrial circles. In this paper, we propose an emotion engine, based on modern appraisal theory, that is able to model various emotional crowd characteristics. This appraisal engine is capable of capturing the dynamics of emotional contagion and we show how different crowd composition can lead to different patterns of emotional contagion. In addition, we describe a serious game designed for training military personnel in peaceful crowd control. We evaluate this engine in the context of a property protection protest scenario where the players or soldiers are tasked to maintain a peaceful protest without violence. A systematic evaluation is presented which supports the facial validity of the emotion engine and our model of emotional contagion.
严肃游戏中基于主体群体的情感计算模型
群体行为是一种有趣的社会现象,它产生于个体之间复杂的相互作用。个人行为的一个重要方面是情感,它在人类决策的各个方面都起着重要的作用。例如,高度的情绪状态会导致人们采取高度意外或非理性的行为。模拟虚拟人群的一个普遍动机是在电影和电脑游戏中创造可信的角色。最近,严肃游戏的概念在学术界和工业界都被引入。在本文中,我们提出了一个基于现代评价理论的情绪引擎,该引擎能够模拟各种情绪人群特征。这个评估引擎能够捕捉情绪传染的动态,我们展示了不同的人群构成如何导致不同的情绪传染模式。此外,我们还描述了一个为训练军事人员和平控制人群而设计的严肃游戏。我们在财产保护抗议场景中评估这个引擎,玩家或士兵的任务是在没有暴力的情况下维持和平抗议。对情绪引擎的面部有效性和我们的情绪传染模型进行了系统的评价。
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