Dynamic planning for agents in games using social norms and emotions

Palli R. Thrainsson*, Arnkell Logi Petursson, Hannes Högni Vilhjálmsson

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

In realistic social game environments, agents need to exhibit a certain level of social awareness to maintain the illusion of life and to provide important interaction cues. Previously we have reported on an engine that imbues game agents with socially reactive behavior based on a continuous steering framework and a model of human territoriality. However, some social action requires deliberation and planning. In this paper we describe an addition to our engine that provides dynamic social planning on top of the reactive layer. We propose a novel approach that considers both the emotional and social impact of events and actions on the agent. An implementation demonstrates the approach.

Original languageEnglish
Title of host publicationIntelligent Virtual Agents - 11th International Conference, IVA 2011, Proceedings
Pages473-474
Number of pages2
DOIs
Publication statusPublished - 2011
Event11th International Conference on Intelligent Virtual Agents, IVA 2011 - Reykjavik, Iceland
Duration: 15 Sept 201117 Sept 2011

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume6895 LNAI
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference11th International Conference on Intelligent Virtual Agents, IVA 2011
Country/TerritoryIceland
CityReykjavik
Period15/09/1117/09/11

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