Title: Agent Emotions in Games: Terminology
1Agent Emotions in Games Terminology
The Reign of Catz and Dogz? The role of virtual
creatures in a computerised society.
2Overview
- Research Objective.
- Why Emotion In Games?
- Emotion in Games Examples.
- The Emotion Terminology Problem.
- A Contribution Towards Understanding Emotions.
- Continuing The Research.
3Research Objective
- To develop an emotion architecture for use in
commercial games and/or middleware solutions. - A critical aim was that the architecture should
be based on a solid basis of formal psychology to
support both - Human-like believable behaviour in agents.
- Increased credibility of any such architecture
through its strong psychology underpinning.
4Why Choose Emotions in Games?
5Agents Continue to Evolve
- Agent Physiology
- Human-like movement (Most FPS Games)(Pixar
Movies) - Agent Decision Making
- Human-like decision making (F.E.A.R).
- Sensory Input
- Human-like senses (Thief Thief 2).
- Supporting Technologies Include
- Motion capture (Sports Sims)
- Shaders (i.e. realistic lighting effects)
- Immersive sounds (Halo, F.E.A.R.)
- Physics engines plug in cards (Karma,
Havok,Half Life 2) - Improved AI techniques. (F.E.A.R.)
- The above elements add to the games realism, and
will continue to evolve as hardware and software
technologies improve.
6But What of Agent Emotions?
- One aspect of realism that is lacking is,
agents that have more realistic emotions.1 - Agent Emotion
- Human-like emotions.
- Important because emotions affect human actions.
1 Slater,S.(2006) Body Mind and Emotion, An
Overview of Agent Implementation in Mainstream
Computer Games. ICAPS 2006. English Lake
District. June 2006.
7Current Emotion Usage in Games
- Low usage including
- Finite state machines used in Halo for simple
actions such as surprise and anger. - Some game agents have limited facial emotions
within the game, but developers rely on cut
scenes to add emotion.
8Potential Hurdles
- Difficulties constraining agents to the game
architecture - Developer concerns with increased processing and
memory storage requirements. - Developer knowledge.
- Differing of scientific ideas.
- The paper produced addresses points 3 4.
9Emotions in games, a brief overview of
10World Of Warcraft
- Biggest MMORPG on the planet, over 7.5Million
Players. - Seemingly scripted on screen responses as shown.
- Animations for Rage (Fighting Frenzy) and Fear
(Run Away) when agents suffer substantial damage.
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12F.E.A.R
- One of the top selling games of 2005/2006. FPS
action game. - Uses sophisticated planning algorithms for agent
actions (GOAP). - Uses subtle crafting to facilitate strong
emotions in the user. - Almost an interactive horror movie.
- One of the most anticipated games coming to the
Playstation 3.
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14Researching an Emotion Architecture
15The Emotion Terminology Problem
- Early discussions with Psychologists, AI
specialists and middleware developers showed a
major hurdle. This problem was a lack of
agreement on emotion related terminology. - i.e.
- What is the emotion jargon, such as moods,
feelings etc? - How do we define emotions?
- Many questions, and few answers.
16- Why Did Humans Evolve Emotions?
- Emotions Terminology.
- Are Emotions Innate or Learned?
- How Many Emotions Are There?
- Categories of Emotions
- Category 1
- Category 2
- Emotion Triggers
- Emotion Models
- OCC
- Ekman
17- Intensity of Emotion
- Emotional Control Memory
- What is a Mood?
- Individual Emotions
- Fear
- Aggression
- Pathological Emotions
- Phobias-
- Panic Disorder
- Depression
- Anxiety
18- Emotions Personality
- Paper concludes with a quick and easy
- Glossary of Emotion Terms
- That can be used by developers or researchers to
narrow and reduce background research.
19Where to Next?
20Ongoing Development
Industry Support
21Comments Questions?
Contact s.i.slater_at_wlv.ac.uk