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Semi-autonomous avatars in world of minds: a case study of AI-based game design
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ACM International Conference Proceeding Series; Vol. 352 archive
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology table of contents
Yokohama, Japan
SESSION: Design track: Avatar/narrative table of contents
Pages 201-208  
Year of Publication: 2008
ISBN:978-1-60558-393-8
Authors
Mirjam Palosaari Eladhari  Gotland University, Visby, Sweden
Michael Mateas  University of California, Santa Cruz, Santa Cruz, CA
Sponsors
IPSJ : Information Processing Society of Japan
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper we describe the Mind Module (MM), a technical framework for modeling personality and emotion for both player and non-player characters, and describe the World of Minds (WoM), an MMORPG that employs an AI-based game mechanic designed around the MM. Where most research on character AI has focused on autonomous characters, the focus of this work is on a semi-autonomous agent architecture built to be used in a multiplayer environment as part of the player's avatar. The MM models personality using the Five Factor Model from personality psychology, and maintains emotional state as a function of the personality and the avatar's interactions with people and objects in the world. WoM is a prototype MMORPG where the personalities of the player characters are the base for the game mechanics. In this paper, we provide a case-study of AI-based game design, describing the Mind Module, the game mechanic designed around the Mind Module, and lessons learned for both the AI and the game design from a playtest of a paper prototype of the game.


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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Collaborative Colleagues:
Mirjam Palosaari Eladhari: colleagues
Michael Mateas: colleagues