Production of emotion-based behaviors for a human-like computer player

Sila Temsiririrkkul, Huu Phuc Luong, Kokolo Ikeda

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearchpeer-review

Abstract

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.

Original languageEnglish
Title of host publication17th International Conference on Intelligent Games on Simulation, GAME-ON 2016
EditorsHelena Barbas
PublisherEUROSIS-ETI
Pages49-53
Number of pages5
ISBN (Electronic)9789077381946
Publication statusPublished - 2016
Externally publishedYes
EventInternational Conference on Intelligent Games on Simulation, GAME-ON 2016 - Lisbon, Portugal
Duration: 13 Sept 201615 Sept 2016
Conference number: 17th

Publication series

Name17th International Conference on Intelligent Games on Simulation, GAME-ON 2016

Conference

ConferenceInternational Conference on Intelligent Games on Simulation, GAME-ON 2016
Abbreviated titleGAME-ON 2016
Country/TerritoryPortugal
CityLisbon
Period13/09/1615/09/16

Keywords

  • A∗
  • Computer player
  • Emotion
  • Human-like behavior
  • Mario
  • Model
  • Transition

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