Abstract
In realistic social game environments, agents need to exhibit a certain level of social awareness to maintain the illusion of life and to provide important interaction cues. Previously we have reported on an engine that imbues game agents with socially reactive behavior based on a continuous steering framework and a model of human territoriality. However, some social action requires deliberation and planning. In this paper we describe an addition to our engine that provides dynamic social planning on top of the reactive layer. We propose a novel approach that considers both the emotional and social impact of events and actions on the agent. An implementation demonstrates the approach.
| Original language | English |
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| Title of host publication | Intelligent Virtual Agents - 11th International Conference, IVA 2011, Proceedings |
| Pages | 473-474 |
| Number of pages | 2 |
| DOIs | |
| Publication status | Published - 2011 |
| Event | 11th International Conference on Intelligent Virtual Agents, IVA 2011 - Reykjavik, Iceland Duration: 15 Sept 2011 → 17 Sept 2011 |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
|---|---|
| Volume | 6895 LNAI |
Conference
| Conference | 11th International Conference on Intelligent Virtual Agents, IVA 2011 |
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| Country/Territory | Iceland |
| City | Reykjavik |
| Period | 15/09/11 → 17/09/11 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
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SDG 4 Quality Education
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SDG 9 Industry, Innovation, and Infrastructure
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SDG 11 Sustainable Cities and Communities
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SDG 16 Peace, Justice and Strong Institutions
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