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Creating Adaptive and Individual Personalities in Many Characters Without Hand-Crafting Behaviors

  • Jennifer Sandercock
  • Lin Padgham
  • Fabio Zambetta
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4133)

Abstract

Believable characters significantly increase the immersion of users or players in interactive applications. A key component of believable characters is their personality, which has previously been implemented statically using the time consuming task of hand-crafting individuality for each character. Often personality has been modeled based on theories that assume behavior is the same regardless of situation and environment. This paper presents a simple affective and cognitive framework for interactive entertainment characters that allows adaptation of behavior based on the environment and emotions. Different personalities are reflected in behavior preferences which are generated based on individual experience. An initial version of the framework has been implemented in a simple scenario to explore which parameters have the greatest effect on agent diversity.

Keywords

Individual Personality Evaluation Weight Virtual Character Coping Process Belief Desire Intention 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Jennifer Sandercock
    • 1
  • Lin Padgham
    • 1
  • Fabio Zambetta
    • 1
  1. 1.School of Computer Science and Information TechnologyRMIT UniversityMelbourneAustralia

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