A Reactive Behavior Agent: Including Emotions into a Video Game

Author:

Laureano-Cruces A. L.,Acevedo-Moreno D. A.,Mora-Torres M.,Ramírez-Rodríguez J.

Abstract

Why we have emotions and how they influence human behavior are two questions we constantly ask ourselves.According to researchers in the field, there are two kinds of information that the person receives to make a decision.This information is integrated to generate a whole. One comes from ourselves it is proprioceptive and refers toemotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas ofa person’s life, including social, functional, and cognitive aspects. It has an important role in the decision-makingprocess. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure ofemotions in a reactive behavior in order to enrich behavior, including the information generated through internalevaluation of the external physical stimuli. Our work is based on the OCC theory (named after the name of its authors:Ortony, Collins and Clore). This theory proposes that a decision-making process is affected through differentperspectives: a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. Thecase study is situated within a scenario that represents an approach that seeks to include a module of emotions withinthe design of the architecture of a videogame.

Publisher

Universidad Nacional Autonoma de Mexico

Subject

General Engineering

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Framework for Creating Non-Player Characters That Make Psychologically-Driven Decisions;2022 IEEE International Conference on Consumer Electronics (ICCE);2022-01-07

2. A conceptual affective design framework for the use of emotions in computer game design;Cyberpsychology: Journal of Psychosocial Research on Cyberspace;2015-10-01

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