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Emotional agent model and architecture for NPCs group control and interaction to facilitate leadership roles in computer entertainment

Published: 15 June 2005 Publication History

Abstract

The paper reports work involving the use of academic artificial intelligence to create realistic portrayals of leadership roles in computer game entertainment. In response to a perceived lack of depth and realism in the team relationship dynamics of modern gaming, the project developed a human agent architecture, multiagent system, and demonstrative game application. The agent architecture was based partially on research into social psychology, and utilized emotion and belief representations to drive action selection. Agent interaction and relationship development was produced on the basis of the Iterated Prisoner's Dilemma (IPD), through which a team's success came to be determined by its members' choices to cooperate or compete with its leader.

References

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Gibson, Clark, and O'Brien, John. "The Basics of Team AI". Game Developers Conference Proceedings, 2001. (17 Nov 2003) www.gdconf.com/archives/2001/o'brien.ppt.
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Laird, John E and Pottinger, David C. "Game AI: The State of the Industry, Part Two" Gamasutra.com. 8 Nov 2000. http://www.gamasutra.com/features/20001108/laird 03.htm
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Brehm, Sharon S., Kassin, Saul M., and Fein, Steven. "Social Psychology". Boston, USA: Houghton Mifflin Company, 2002.
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Musse, S. R., and Thalmann, D. "A Model of Human Crowd Behavior Group Inter-Relationship and Collision Detection Analysis", Citeseer. (1997). http://citeseer.ist.psu.edu/musse97model.html
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Bates, J., Loyall, A. B., and Reilly, W. S. "An Architecture for Action, Emotion and Social Behavior," Citeseer. (1994) http://citeseer.ist.psu.edu/bates94architecture.html
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Silverman, B. G., et al. "Human Behavior Models for Game-Theoretic Agents: Case of Crowd Tipping", Citeseer. (2002). http://citeseer.nj.nec.com/silvermanO2human.html
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Reynolds, J. "Tactical Team AI Using A Command Hierarchy", AI Game Programming Wisdom. Charles River Media, MA. US, 2002.
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Reilly, W. Scott, and Bates, Joseph, (1992), "Building Emotional Agents", Technical Report CMU-CS-92-143, School of Computer Science, Carnegie Mellon University, Pittsburgh, PA, USA.
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Brehm, Sharon S., Kassin, Saul M., and Fein, Steven, (2002), "Social Psychology", Houghton Mifflin Company, Boston, USA.
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Nick Baker (2004), "The Development of a Cooperative Multiagent System to Facilitate Leadership Roles in Computer Entertainment". MSc Thesis in Computer Games Technology. Liverpool John Moores University.
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Abdennour El Rhalibi and David Chaplin (2004) "Emotional NPC Society in Games", ACM Advanced Computer Entertainment International Conference (ACE 2004). Singapore, June 2004.

Cited By

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  • (2018)Adaptive Mixed-Initiative Dialog Motivates a Game Player to Talk with an NPCProceedings of the 6th International Conference on Human-Agent Interaction10.1145/3284432.3284436(153-160)Online publication date: 4-Dec-2018
  • (2017)Review of the Use of AI Techniques in Serious Games: Decision Making and Machine LearningIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2015.25125929:2(133-152)Online publication date: Jun-2017
  • (2011)An event-response model inspired by emotional behaviorsProceedings of the 2011 international conference on Brain informatics10.5555/2041580.2041594(88-97)Online publication date: 7-Sep-2011
  • Show More Cited By

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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. FSM
  2. IPD
  3. NPC
  4. RBS
  5. computer entertainment
  6. emotional model
  7. game application
  8. norms
  9. team behaviour

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Cited By

View all
  • (2018)Adaptive Mixed-Initiative Dialog Motivates a Game Player to Talk with an NPCProceedings of the 6th International Conference on Human-Agent Interaction10.1145/3284432.3284436(153-160)Online publication date: 4-Dec-2018
  • (2017)Review of the Use of AI Techniques in Serious Games: Decision Making and Machine LearningIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2015.25125929:2(133-152)Online publication date: Jun-2017
  • (2011)An event-response model inspired by emotional behaviorsProceedings of the 2011 international conference on Brain informatics10.5555/2041580.2041594(88-97)Online publication date: 7-Sep-2011
  • (2011)An Event-Response Model Inspired by Emotional BehaviorsBrain Informatics10.1007/978-3-642-23605-1_12(88-97)Online publication date: 2011
  • (2009)Modeling and evaluating of emotional processesProceedings of the 8th WSEAS international conference on Artificial intelligence, knowledge engineering and data bases10.5555/1553921.1553979(301-307)Online publication date: 21-Feb-2009
  • (2009)Learning Sarawak Local Malay Dialect Using Pedagogical AgentProceedings of the 2009 International Conference on Computer Technology and Development - Volume 0110.1109/ICCTD.2009.81(463-467)Online publication date: 13-Nov-2009
  • (2008)Interactive storytellingTransactions on edutainment I10.5555/1809375.1809387(118-134)Online publication date: 1-Jan-2008
  • (2008)Social Intelligence in Virtual GroupsNew Advances in Virtual Humans10.1007/978-3-540-79868-2_4(113-132)Online publication date: 2008

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