提出了一个新颖的基于情感的非玩家角色模型,此类非玩家角色有人造躯体,生活在虚拟的游戏场景中,并且具有自主行为。模型将情感系统、注意聚焦、意图以及表现系统集成在一起。模拟了人类的遗忘和情绪波动特性,以期使得游戏中的非玩家角色更接近于玩家角色或者真实玩家。为了表达情感和认知固有的不确定性,模型中用到了模糊表达。系统采用Model-View-Controller(MVC)的设计模式来实现,该模式把人工智能从游戏引擎中独立出来,采用接口和组件的思想来实现人工智能。
This thesis presents a computational model of novel emotion-based NPCs, which live in a simulated world and have a synthetic body with autonomous behaviors. The model integrates emotional system with attention, intention and expression system. Forgetting characteristic of human, as well as mood instability, it also simulates to make NPCs be closer to PCs(player characters) or game player. Fuzzy representation is used to capture the inherent uncertainty of emotions and cognition. The model-view-controller(MVC) design pattern is adopted to separate AI from game engine and Al modules are built on much more interfaces and components.