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Osborne, Francesco
(2011).
DOI: https://doi.org/10.1007/978-3-642-25289-1_11
Abstract
This paper proposes a new perspective, based on the concept of social masks, for the simulation of a realistic NPC (Non-Player Character) behavior. The Mask Model goal is to support AI techniques for autonomous agents by encouraging or discouraging behaviors according to the social environment and by providing knowledge about possible reactions to the agent actions. In this approach, the NPC tendencies are controlled by the interactions of three overlapping mask layers: self- perception layer, social layer and interpersonal layer. The masks mould the tendencies, the feelings and the ethics of a NPC. By changing the links between characters and masks, a wide variety of different behaviors and story-lines may arise. The paper present an algorithm for the selection of the actions and an example implementation.
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About
- Item ORO ID
- 40548
- Item Type
- Conference or Workshop Item
- ISBN
- 3-642-25288-5, 978-3-642-25288-4
- ISSN
- 0302-9743
- Extra Information
- Fourth International Conference on Interactive Digital Storytelling, ICIDS 2011, Vancouver, Canada, November 28 – 1 December, 2011. Proceedings
- Keywords
- virtual character; NPC; social behavior; social behaviour; autonomous agents; emergent narrative; digital storytelling
- Academic Unit or School
-
Faculty of Science, Technology, Engineering and Mathematics (STEM) > Knowledge Media Institute (KMi)
Faculty of Science, Technology, Engineering and Mathematics (STEM) - Copyright Holders
- © 2011 Springer-Verlag
- Related URLs
-
- http://icids2011.wp.rpi.edu/(Other)
- Depositing User
- Francesco Osborne