DocumentCode
3703405
Title
Emotion engines for games in practice: Two case studies using Gamygdala
Author
Joost Broekens
Author_Institution
Interactive Intelligence Group, TU Delft, Delft, The Netherlands
fYear
2015
Firstpage
790
Lastpage
791
Abstract
The technology to simulate emotions for NPCs is industry ready. This has been the case for several years, and recent scientific advancements show that pluggable, black-box, emotion engines are feasible. We believe that exposure to, and ease-of-use of such engines are important factors that limit uptake. To facilitate this, we have developed a fully documented JavaScript-based version of GAMYGDALA including a plugin for the JavaScript-based game engine Phaser. Further, to seed imagination, we have developed two experimental games: an emotional arcade game and an emotional puzzle game. The games use GAMYGDALA to simulate NPC emotions and showcase novel gameplay enabled by emotion simulation. Further, these two cases show how straightforward simulating emotions is when properly supported by an emotion engine.
Keywords
"Games","Engines","Computational modeling","Appraisal","Affective computing","Artificial intelligence","Physics"
Publisher
ieee
Conference_Titel
Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on
Electronic_ISBN
2156-8111
Type
conf
DOI
10.1109/ACII.2015.7344662
Filename
7344662
Link To Document