Xiangyang Huang, Shudong Zhang, Yuanyuan Shang, Wei-gong Zhang, Jie Liu
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引用次数: 5
Abstract
The ability to reason about and respond to their own emotional states can enhance the believability of Non-Player Characters (NPCs). In this paper, we use a Partially Observable Markov Decision Process (POMDP)-based framework to model emotion over time. A two-level appraisal model, involving quick and reactive vs. slow and deliberate appraisals, is proposed for the creation of affective autonomous characters based on POMDPs, wherein the probability of goal satisfaction is used in an appraisal and reappraisal process for emotion generation. We not only extend Probabilistic Computation Tree Logic (PCTL) for reasoning about the properties of emotional states based on POMDPs but also illustrate how four reactive (primary) emotions and nine deliberate (secondary) emotions can be derived by combining PCTL with the belief-desire theory of emotion. The results of an empirical study suggest that the proposed model can be used to create characters that appear to be more believable and more intelligent.
期刊介绍:
Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.