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Affective Computing for Computer Games (Paperback)
Loot Price: R1,270
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Affective Computing for Computer Games (Paperback)
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Just like traditional AI applications, game AI mainly focuses on
rational inference. But in the real world, human decision making is
not only involving rationality, but also sense. In this book, we
propose an architecture for the bot designers to include affective
computing in a game bot by attributing emotions to the bot. The
architecture is based upon a variety of theories, including the
famous OCC model. It treats Joy, Fear, Anger, Disgust, and Distress
as five basic emotions. It uses three emotional variables, namely,
Desirability of an event, Blameworthiness or Praiseworthiness of an
action, and Appealingness of an object, to evaluate how a specific
emotion is affected by the environment. In addition to an ordinary
Rational Action Engine, which controls the rational behavior of a
bot, we add an Emotional Action Engine in the architecture to make
the emotional behavior possible. An Action Arbitrator is equipped
to decide, given a specific time and space, whether a bot should
follow the rational or emotional inference. The arbitrator
simulates how humans solve the conflicts between reason and
emotion.
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