Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions.
|Title of host publication||Game-On’17|
|Subtitle of host publication||the 18th International Conference on Intelligent Games and Simulation|
|Number of pages||8|
|Publication status||Published - 24 Aug 2017|
|Event||GAME-ON'2017,18th annual Conference on Simulation and AI in Computer Games - Institute of Technology Carlow, Carlow, Ireland|
Duration: 6 Sep 2017 → 8 Sep 2017
Conference number: 18
|Conference||GAME-ON'2017,18th annual Conference on Simulation and AI in Computer Games|
|Period||6/09/17 → 8/09/17|
ElSayed, S., & King, D. J. (2017). Affect and believability in game characters: a review of the use of affective computing in games. In J. Kehoe (Ed.), Game-On’17: the 18th International Conference on Intelligent Games and Simulation (pp. 90-97). EUROSIS.