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Semi-autonomous avatars in world of minds: a case study of AI-based game design

Published: 03 December 2008 Publication History

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.

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Cited By

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  • (2017)Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven InnovationHuman-Computer Interaction - INTERACT 201710.1007/978-3-319-67744-6_16(232-241)Online publication date: 20-Sep-2017
  • (2016)Traversing Transmedia TogetherProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930712(11-24)Online publication date: 21-Jun-2016
  • (2016)General general game AI2016 IEEE Conference on Computational Intelligence and Games (CIG)10.1109/CIG.2016.7860385(1-8)Online publication date: Sep-2016
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Published In

cover image ACM Conferences
ACE '08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
December 2008
427 pages
ISBN:9781605583938
DOI:10.1145/1501750
  • General Chairs:
  • Masa Inakage,
  • Adrian David Cheok
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 December 2008

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View all
  • (2017)Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven InnovationHuman-Computer Interaction - INTERACT 201710.1007/978-3-319-67744-6_16(232-241)Online publication date: 20-Sep-2017
  • (2016)Traversing Transmedia TogetherProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930712(11-24)Online publication date: 21-Jun-2016
  • (2016)General general game AI2016 IEEE Conference on Computational Intelligence and Games (CIG)10.1109/CIG.2016.7860385(1-8)Online publication date: Sep-2016
  • (2015)Multi-agent modeling methods for massivley Multi-Player On-Line Role-Playing Games2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)10.1109/MIPRO.2015.7160468(1256-1261)Online publication date: May-2015
  • (2012)Design for Research ResultsSimulation & Gaming10.1177/104687811143425543:3(391-412)Online publication date: 17-Apr-2012

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