| Good moods: outlook, affect and mood in dynemotion and the mind module |
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Future Play
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Proceedings of the 2008 Conference on Future Play: Research, Play, Share
table of contents
Toronto, Ontario, Canada
SESSION: Artificial intelligence
table of contents
Pages 1-8
Year of Publication: 2008
ISBN:978-1-60558-218-4
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ABSTRACT
In this paper we describe two systems for autonomous characters intended to simulate the minds of characters in virtual game worlds. These systems, the Dynemotion People Engine (DPE) and the Mind Module (MM), are here presented with special focus placed on the design and implementation of the parts of the architecture that simulate what is colloquially called mood. The mood feature is presented to the user in both applications as a fine-grained matrix that summarizes the character's state of mind, typically a complex state. Thus in both systems the mood feature functions as a qualitative guide describing the affordances for the interaction with one's own avatar or another character at a given moment. This simplifies the design and balancing of game design in terms of authorial affordances and provides a more familiar context for user-character interactions.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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