Neuroticism – A Competitive Advantage (Also) for IVAs?

  • Christoph Hermann
  • Helmuth Melcher
  • Stefan Rank
  • Robert Trappl
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4722)

Abstract

Real-Time Strategy (RTS) games are a challenging genre for the design of Intelligent Virtual Agents. We were interested whether incorporating a simple emotional model to an existing bot-script improves playing strength. We implemented a bot for Microsoft’s RTS game “Age of Mythology”. The emotional model is based on the “Big-Five” and the Emotion-Connectionist Model. Four variants of the bot were evaluated, each using different personality parameters; one of the variants was designed to show “neurotic” behaviour. The emotion-driven bots were evaluated in a bot-versus-bot setup, playing matches against the game’s default script. Evaluation results indicate a significant increase in playing strength, the “neurotic” bot being the strongest one.

Keywords

Neurotic agent bot emotion artificial intelligence real-time strategy game 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • Christoph Hermann
    • 1
  • Helmuth Melcher
    • 1
  • Stefan Rank
    • 1
  • Robert Trappl
    • 1
    • 2
  1. 1.Austrian Research Institute for Artificial Intelligence (OFAI), Freyung 6/6, A-1010 ViennaAustria
  2. 2.Institute for Medical Cybernetics and AI, Center for Brain Research, Medical University of ViennaAustria

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