ABSTRACT
"Using Emotional Drives and Interaction to model Intelligent NPC's in Role Playing Games"; Modern video games have very little in the way of producing realistic Non Player Characters (NPCs) behavior based on its emotions. In life there are effects on people emotions that have to be taken into account. Any action taken by/on an NPC (agent) should have a residual effect in its drives, and this in turn should affect the emotional decisions of the agent. This paper introduces possible emotional models to control NPCs behavior. The system is based on an agents model interacting with a Rule Based System (RBS) to manage agent emotions, drives and relationships with other agents - the Iterated Prisoners Dilemma (IPD) is used to simulate interactions between agents. The RBS is a separate component of the agent model. It maintains and regulates the agent's emotional states and needs, and provides the data to the agent system to execute a 3D world with animated and skinned agents. The 3D output was created to allow the interactions and drives to be examined based on scenarios and to view the emotional effect of an event on an agent.
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Index Terms
- IPD for emotional NPC societies in games
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