Programming with Affect: How Behaviour Trees and a Lightweight Cognitive Architecture Enable the Development of Non-Player Characters with Emotions

2019 IEEE Games, Entertainment, Media Conference (GEM)(2019)

引用 1|浏览2
暂无评分
摘要
There is little support in game development tools for implementing emotion and mood in non-player characters. In this paper, we present a tool that integrates behaviour trees into an emotion modeling framework, based on ALMA, to add emotion and mood to NPCs. We introduce two new nodes to traditional behaviour trees, the Emotion Adder, which triggers emotions in NPCs and the E-Selector, which incorporates the NPC's mood in the decision-making process. This EMoBeT framework arms developers with a tool that will assist them in integrating and manipulating psychologically valid moods and emotions of NPCs using the familiar behaviour tree model.
更多
查看译文
关键词
non-player characters,emotion,mood,games,psychologically-based behaviour,behaviour tree
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要