A Framework for Creating Non-Player Characters That Make Psychologically-Driven Decisions
Author:
Affiliation:
1. The University of the West Indies Cave Hill Campus,Dept. of Computer Science, Mathematics & Physics,Bridgetown,Barbados
2. School of Computing, Queen's University,Kingston,Ontario,Canada
Publisher
IEEE
Link
http://xplorestaging.ieee.org/ielx7/9730107/9730121/09730383.pdf?arnumber=9730383
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1. A GENERAL PSYCHOEVOLUTIONARY THEORY OF EMOTION
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4. An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments
5. Emotional behavior trees
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1. Simulating Life: The Application of Generative Agents in Virtual Environments;2024 IEEE AITU: Digital Generation;2024-04-03
2. Non-player character decision-making in computer games;Artificial Intelligence Review;2023-04-29
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