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 language | English |
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Title of host publication | 17th International Conference on Intelligent Games on Simulation, GAME-ON 2016 |
Editors | Helena Barbas |
Publisher | EUROSIS-ETI |
Pages | 49-53 |
Number of pages | 5 |
ISBN (Electronic) | 9789077381946 |
Publication status | Published - 2016 |
Externally published | Yes |
Event | International Conference on Intelligent Games on Simulation, GAME-ON 2016 - Lisbon, Portugal Duration: 13 Sept 2016 → 15 Sept 2016 Conference number: 17th |
Publication series
Name | 17th International Conference on Intelligent Games on Simulation, GAME-ON 2016 |
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Conference
Conference | International Conference on Intelligent Games on Simulation, GAME-ON 2016 |
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Abbreviated title | GAME-ON 2016 |
Country/Territory | Portugal |
City | Lisbon |
Period | 13/09/16 → 15/09/16 |
Keywords
- A∗
- Computer player
- Emotion
- Human-like behavior
- Mario
- Model
- Transition