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An emotion aware agent platform for interactive storytelling and gaming

Published: 06 May 2010 Publication History

Abstract

As an emerging medium and industry, computer games received a lot of attention from scholars across a variety of disciplines. The realistic 3D graphics, intelligent non-player characters (NPC) and fascinating game play have made a great impact on user experience in the entertainment domain, e-Learning and other gaming related applications. In this paper, we investigate the game from another perspective - how the game can be affected by the player's real-time experience, such as emotion and gesture. A generic goal oriented software agent platform is proposed to automatically refine the animation, the NPC's personality and emotions, and the game story by learning from the player's realtime feedback from the emotion analyzing and gesture tracking modules. Fuzzy cognitive maps (FCMs) and data mining techniques are used to infer the mutual influences between the player's real world experience and the contents of the game. The adaptation of game to the player's real-time reactions will bring dynamism into the player's game experience. The proposed agent platform has been integrated with several commercial game engines including Unreal Engine 3, and Torque, etc.

References

[1]
Miao, Y., Liu, Z. Q., and Miao, C. Y., Dynamical Cognitive Network, an Extension of Fuzzy Cognitive Maps, IEEE Transactions on Fuzzy Systems (IEEE TFS), vol. 9, no. 5, pp. 760--770, 2001.
[2]
Ortony, A., Clore, G., & Collins, A. (1988). The Cognitive Structure of Emotions. Cambridge: Cambridge University Press.
[3]
Shen, Z. Q., and Gay, R., "Goal-Based Intelligent Agents", International Journal of Information Technology, Vol. 9, No. 1, pp. 19--30, 2003.
[4]
Shen, Z. Q., and Gay, R., Miao, C. Y. and Tao, X. H., "Goal Oriented Modeling for Intelligent Software Agents", Proc of the 2004 IEEE/WIC/ACM International Conference on Intelligent Agent Technology (IAT'04), Beijing, China, September, 20--24, 2004.
[5]
Millington, I. and Funge, J., Artificial intelligence for Game, Morgan Kaugmann Publisher, 2009.

Cited By

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  • (2014)An emotion understanding framework for intelligent agents based on episodic and semantic memoriesAutonomous Agents and Multi-Agent Systems10.1007/s10458-012-9214-928:1(126-153)Online publication date: 1-Jan-2014

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cover image ACM Other conferences
Futureplay '10: Proceedings of the International Academic Conference on the Future of Game Design and Technology
May 2010
282 pages
ISBN:9781450302357
DOI:10.1145/1920778
  • Conference Chairs:
  • Bill Kapralos,
  • Andrew Hogue,
  • Simon Xu
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Algoma University College

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 May 2010

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Author Tags

  1. FCM
  2. data mining
  3. intelligent agent
  4. real-time emotion analysis

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  • Research-article

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Futureplay '10
Sponsor:
Futureplay '10: Futureplay '10 @ GDC Canada
May 6 - 7, 2010
British Columbia, Vancouver, Canada

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Cited By

View all
  • (2014)An emotion understanding framework for intelligent agents based on episodic and semantic memoriesAutonomous Agents and Multi-Agent Systems10.1007/s10458-012-9214-928:1(126-153)Online publication date: 1-Jan-2014

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