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Pathfinding with Emotion Maps
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
2012 (English)In: Intelligent Computer Graphics 2011 / [ed] Dimitri Plemenos, Georgios Miaoulis, Springer, 2012, 139-155 p.Chapter in book (Refereed)
Abstract [en]

In Computer Graphics, the use of intelligent techniques started more recently than in other research areas. However, during these last two decades, the use of intelligent Computer Graphics techniques is growing up year after year and more and more interesting techniques are presented in this area.The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. This volume is a kind of continuation of the previously published Springer volumes “Artificial Intelligence Techniques for Computer Graphics” (2008), “Intelligent Computer Graphics 2009” (2009) and “Intelligent Computer Graphics 2010” (2010).This volume contains selected extended papers from the last 3IA Conference (3IA’2011), which has been held in Athens (Greece) in May 2011. This year papers are particularly exciting and concern areas like virtual reality, artificial life, data visualization, games, global illumination, point cloud modelling, declarative modelling, scene reconstruction and many other very important themes

Place, publisher, year, edition, pages
Springer, 2012. 139-155 p.
Series
Studies in Computational Intelligence, ISSN 1860-949X ; 374
Keyword [en]
Engineering, Artificial intelligence, Computer graphics, Computational Intelligence, Artificial Intelligence
National Category
Computer and Information Science
Identifiers
URN: urn:nbn:se:liu:diva-73059DOI: 10.1007/978-3-642-22907-7_8ISI: 000301956000008ISBN: 978-3-642-22906-0 (print)ISBN: 978-3-642-22907-7 (print)OAI: oai:DiVA.org:liu-73059DiVA: diva2:465610
Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2014-11-26Bibliographically approved
In thesis
1. Affective Decision Making in Artificial Intelligence: Making Virtual Characters With High Believability
Open this publication in new window or tab >>Affective Decision Making in Artificial Intelligence: Making Virtual Characters With High Believability
2012 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Artificial intelligence is often used when creating believable virtual characters in games or in other types of virtual environments. The intelligent behavior these characters show to the player is often flawed, leading to a worse gameplay experience. In particular, there is often little or no emotional impact on the decision making of the characters. This thesis focuses on extending decision-making and pathfinding mechanisms for virtual characters, with a particular focus on the use of emotions. The thesis is divided into three parts.

The first part is an introductory study concerning the requirements designing a believable virtual character places on the architecture used. Gameplay design patterns are used as a tool to analyze the proposed agent architecture and discussions are presented regarding the necessary properties of such an architecture with respect to gameplay.

The second part extends two action selection mechanisms to include emotional impact. In particular, behavior networks are extended to take complex emotional impact into account, including emotional parameters, emotional goals, and emotional influences.Moreover, time-discounting is introduced into behavior networks as a factor in the decision making. The time-discounting is also under emotional influence. The second action selection mechanism extended to use emotional impact is behavior trees. Since behavior trees are widely used by game designers, allowing full control over the characters’ behaviors, the work in this thesis proposes a new type of emotional selector which only affects a part ofthe behavior tree, leaving the control in the hands of the designer.

The third part focuses on more complex pathfinding where more factors than finding the shortest collisionfree path through an environment are considered. A new type of visibility map is introduced. Using the knowledge of the virtual character about previous enemy positions, a more accurate visibility map is created. The visibility map is used for covert pathfinding, where the character tries to find a path through an environment while trying to minimize the risk of being seen by the enemy. Finally, a new kind of pathfinding, emotional pathfinding, is introduced, based on the use of emotion maps. Humans often have emotional attachment to geographical locations because they have previously felt emotions at those locations. This approach takes advantage of this knowledge and enables a virtual character to find a path through an environment that is as emotionally pleasant as possible.

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2012. 85 p.
Series
Linköping Studies in Science and Technology. Dissertations, ISSN 0345-7524 ; 1477
Keyword
Artificial intelligence, emotions, decision making, pathfinding
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-84700 (URN)978-91-7519-792-0 (ISBN)
Public defence
2012-11-09, K3, Kåkenhus, Campus Norrköping, Linköpings universitet, Norrköping, 09:30 (English)
Opponent
Supervisors
Available from: 2012-10-17 Created: 2012-10-17 Last updated: 2013-09-12Bibliographically approved

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Johansson, AnjaDell'Acqua, Pierangelo

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