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このアイテムの引用には次の識別子を使用してください:
http://hdl.handle.net/10119/14767
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タイトル: | Production of Emotion-based Behaviors for a Human-like Computer Player |
著者: | Temsiririrkkul, Sila Luong, Huu Phuc Ikeda, Kokolo |
キーワード: | Human-like behavior Emotion Mario A* algorithm Entertainment Computing |
発行日: | 2016 |
出版者: | EUROSIS |
誌名: | GAMEON'2016 |
開始ページ: | 49 |
終了ページ: | 53 |
抄録: | The current performance of computer game players is highly promising and efficient in terms of strength, but the behavior of such strong computer players is not promising for the entertainment of human players. For example, in a famous video of a computer player for Infinite Mario Bros., the Mario character shows highly precise movements and no hesitation in his decisions. Such a behavior looks too mechanical; in other words, it is too strong and not entertaining. Human behavior is easily inspired by emotions, such as fear of an enemy or enjoyment in collecting a reward. Behaviors often change, even in the same game and same match. Thus, we propose the design of a human-like computer player with five emotional behaviors: “Safety,” “Hurry,” “Greedy,” “Enjoy,” and “Habit.” These behavior models reflect human behaviors, which are inspired and affected by an emotion, such as fear, anxiety, or enjoyment. According to these models, we propose simple rule-based switching to handle the transition between models. This article mainly presents the implementation of the Safety behavior model, which reflects human fear and anxiety. The model was evaluated using the Turing test. |
Rights: | This material is posted here with permission of EUROSIS. Copyright (C) 2016 EUROSIS. Sila Temsiririrkkul, Huu Phuc Luong and Kokolo Ikeda, GAMEON'2016, 2016, 49-53. |
URI: | http://hdl.handle.net/10119/14767 |
資料タイプ: | author |
出現コレクション: | b11-1. 会議発表論文・発表資料 (Conference Papers)
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このアイテムのファイル:
ファイル |
記述 |
サイズ | 形式 |
22780.pdf | | 430Kb | Adobe PDF | 見る/開く |
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