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.
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Hermann, C., Melcher, H., Rank, S., Trappl, R. (2007). Neuroticism – A Competitive Advantage (Also) for IVAs?. In: Pelachaud, C., Martin, JC., André, E., Chollet, G., Karpouzis, K., Pelé, D. (eds) Intelligent Virtual Agents. IVA 2007. Lecture Notes in Computer Science(), vol 4722. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-74997-4_7
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DOI: https://doi.org/10.1007/978-3-540-74997-4_7
Publisher Name: Springer, Berlin, Heidelberg
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