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A Generic Model for Emotional AI in Real-Time Multiplayer Fighting Games

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Games and Learning Alliance (GALA 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10056))

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Abstract

This paper explores a simple generic model for emotional AI in the domain of real-time multiplayer fighting games. The outstanding point of this model is the simplicity. It can be used as a basis model to create a new emotional AI in other domains such as education and psychology. It proposes a notion of emotional component which contains three main factors: personality, memory and mood. All three factors are interrelated and may affect the decision making. For the assessment, a real-time fighting game is used where the proposed model is implemented. The results show the effectiveness of the proposed idea that only three simple factors are enough to show the emotion.

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Correspondence to Hiroyuki Iida .

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Panumate, C., Miyake, Y., Iida, H. (2016). A Generic Model for Emotional AI in Real-Time Multiplayer Fighting Games. In: Bottino, R., Jeuring, J., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2016. Lecture Notes in Computer Science(), vol 10056. Springer, Cham. https://doi.org/10.1007/978-3-319-50182-6_36

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  • DOI: https://doi.org/10.1007/978-3-319-50182-6_36

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-50181-9

  • Online ISBN: 978-3-319-50182-6

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