Abstract | ||
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Real-Time Strategy (RTS) games are a challenging genre for the design of Intelligent Virtual Agents. We were interested whether incorporating a simple emotional model to an existing bot-script improves playing strength. We implemented a bot for Microsoft's RTS game "Age of Mythology". The emotional model is based on the "Big-Five" and the Emotion-Connectionist Model. Four variants of the bot were evaluated, each using different personality parameters; one of the variants was designed to show "neurotic" behaviour. The emotion-driven bots were evaluated in a bot-versus-bot setup, playing matches against the game's default script. Evaluation results indicate a significant increase in playing strength, the "neurotic" bot being the strongest one. |
Year | DOI | Venue |
---|---|---|
2007 | 10.1007/978-3-540-74997-4_7 | IVA |
Keywords | Field | DocType |
different personality parameter,challenging genre,default script,intelligent virtual agents,competitive advantage,emotional model,rts game,bot-versus-bot setup,real-time strategy,simple emotional model,emotion-connectionist model,emotion,artificial intelligence | Social psychology,Neuroticism,Competitive advantage,Psychology,Mythology,Personality | Conference |
Volume | ISSN | Citations |
4722 | 0302-9743 | 2 |
PageRank | References | Authors |
0.37 | 2 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Christoph Hermann | 1 | 17 | 3.88 |
Helmuth Melcher | 2 | 2 | 0.37 |
Stefan Rank | 3 | 64 | 10.10 |
Robert Trappl | 4 | 141 | 32.63 |