Print Email Facebook Twitter Virtual humans in games: Realistic behavior and emotions for non-player characters Title Virtual humans in games: Realistic behavior and emotions for non-player characters Author Ercan, S. Harel, R. Peperkamp, J.B. Yilmaz, U. Contributor Bidarra, R. (mentor) Broekens, D.J. (mentor) Faculty Electrical Engineering, Mathematics and Computer Science Department Interactive Intelligence Date 2014-07-10 Abstract In this project we have set out to promote behavioral-realism in non-player characters (NPCs) on an emotional level. We do this as a step towards a tool that will allow developers to build ?exible and scalable emotional behavior for NPCs and that could be used either in game-development applications or scienti?c psychological studies. In order to achieve this goal, we make use of two existing applications: Entika, a semantic world editor and Gamygdala, an emotion appraisal engine. The hypothesis is that integrating these two applications into one will yield a system that is capable of maintaining the aforementioned emotional processes for NPCs. The main questions we have set out to answer are the following: 1. What is the best way to integrate Entika and Gamygdala? 2. After integrating these tools, do NPCs display plausible emotional reactions under a variety of circumstances? The end result was an extension of the Entika editor with new “emotionally sensitive” objects, and the corresponding extension of the semantic engine to support emotional annotations of events in the game world. Relevant information is then forwarded to Gamygdala in order to obtain the emotional state of NPCs as output. Subject emotionsemanticsgamesnpc To reference this document use: http://resolver.tudelft.nl/uuid:b3648562-69cf-4d14-af6b-d1789aa97fe6 Part of collection Student theses Document type bachelor thesis Rights (c) 2014 Ercan, S.Harel, R.Peperkamp, J.B.Yilmaz, U. Files PDF Final_report.pdf 731.73 KB Close viewer /islandora/object/uuid:b3648562-69cf-4d14-af6b-d1789aa97fe6/datastream/OBJ/view