A Computer Architecture for Intelligent Agents with Personality and Emotions

  • Ary Fagundes Bressane Neto
  • Flavio Soares Correa da Silva
Part of the Studies in Computational Intelligence book series (SCI, volume 396)

Abstract

In the crossroad between Artificial Intelligence and Digital Entertainment we find the technologies to create characters that are adaptable to new situations, unpredictable, fast learners, enabled with memory of past situations and a variety of consistent and convincing behaviour over time. According to recent studies in the fields of Neuroscience and Psychology, the ability to solve problems is not only related to the capability to manipulate symbols, but also to the ability to explore the environment and to engage into social interactions, which can be expressed as emotional phenomena. The results of these studies characterize the key role that personality and emotions play in the activities of perception, attention, planning, reasoning, creativity, learning, memory and decision making. When modules for handling personality and emotion are incorporated into an agent architecture, it is possible to build believable agents. In the present work, we introduce a computer architecture to build believable agents enabled with personality and emotion.

Keywords

Computer Game Emotional State Affective State Multiagent System Mood State 
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 2012

Authors and Affiliations

  • Ary Fagundes Bressane Neto
    • 1
  • Flavio Soares Correa da Silva
    • 1
  1. 1.LIDET - Laboratory of Interactivity and Digital Entertainment Technology, Institute of Mathematics and StatisticsUniversity of Sao PauloSao PauloBrazil

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