Start Your EM(otion En)gine: Towards Computational Models of Emotion for Improving the Believability of Video Game Non-Player Characters
Geneva M. Smith

TL;DR
This paper proposes systematic methods to develop computational models of emotion for video game NPCs, aiming to enhance their believability and integration into industry practices, demonstrated through the development of EMgine.
Contribution
It introduces three methods for systematic CME development, improving reusability, maintainability, and verifiability, and presents EMgine as a practical application.
Findings
Methods improve CME development process
EMgine enhances NPC emotional believability
Framework supports industry adoption
Abstract
Believable Non-Player Characters (NPCs) help motivate player engagement with narrative-driven games. An important aspect of believable characters is their contextually-relevant reactions to changing situations, which emotion often drives in humans. Therefore, giving NPCs "emotion" should enhance their believability. For adoption in industry, it is important to create tool development processes to build NPCs "with emotion" that fit current development practices. Psychological validity-the grounding in affective science-is a necessary quality for plausible emotion-driven NPC behaviours. Computational Models of Emotion (CMEs) are one solution because they use at least one affective theory/model in their design. However, CME development tends to be under documented so that its processes seem unsystematic and poorly defined. This makes it difficult to reuse a CME's components, extend or…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Educational Games and Gamification
