ERA

Download the full-sized PDF of A Light-weight Emotion Model for Non-Player Characters in a Video GameDownload the full-sized PDF

Analytics

Share

Permanent link (DOI): https://doi.org/10.7939/R36970592

Download

Export to: EndNote  |  Zotero  |  Mendeley

Communities

This file is in the following communities:

Graduate Studies and Research, Faculty of

Collections

This file is in the following collections:

Theses and Dissertations

A Light-weight Emotion Model for Non-Player Characters in a Video Game Open Access

Descriptions

Other title
Subject/Keyword
Artificial Intelligence
Non-player Characters
Emotion Modelling
Video Games
Type of item
Thesis
Degree grantor
University of Alberta
Author or creator
Brammadesam Manavalan, Yathirajan
Supervisor and department
Bulitko, Vadim (Computing Science)
Examining committee member and department
Hannesson, Mark (Arts)
Bulitko, Vadim (Computing Science)
Szafron, Duane (Computing Science)
Department
Department of Computing Science
Specialization

Date accepted
2015-09-23T13:59:47Z
Graduation date
2015-11
Degree
Master of Science
Degree level
Master's
Abstract
Displaying believable emotional reactions in virtual characters is required in applications ranging from virtual-reality trainers to video games. Manual scripting is the most frequently used method and enables an arbitrarily high fidelity of the emotions displayed. However, scripting is labor intense and thus greatly reduces the scope of emotions displayed and emotionally affected behavior in virtual characters. As a result, only a few virtual characters can display believable emotions and only in pre-scripted encounters. In this thesis we implement and evaluate a light-weight algorithm for procedurally controlling both emotionally affected behavior and emotional appearance of a virtual character. The algorithm is based on two psychological models of emotions: conservation of resources and appraisal. The former component controls emotionally affected behavior of a virtual character whereas the latter generates explicit numeric descriptors of the character's emotions which can be used to drive the character's appearance. We implement the algorithm in a simple testbed and compare it to two baseline approaches via a user study. Human participants judged the emotions displayed by the algorithm to be more believable than those of the baselines.
Language
English
DOI
doi:10.7939/R36970592
Rights
Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission.
Citation for previous publication

File Details

Date Uploaded
Date Modified
2015-09-23T19:59:47.969+00:00
Audit Status
Audits have not yet been run on this file.
Characterization
File format: pdf (Portable Document Format)
Mime type: application/pdf
File size: 18928941
Last modified: 2016:06:24 17:42:46-06:00
Filename: BrammadesamManavalan_Yathirajan_201509_MSc.pdf
Original checksum: 8ca7cbcb21e8d8f7a6515d77f5f2a5a1
Well formed: true
Valid: true
Page count: 81
Activity of users you follow
User Activity Date