摘要
在计算机游戏中,富有情感可以使非玩家角色表现得更加真实,同时增加游戏的趣味性以吸引更多的游戏爱好者参与。在部分可观察不确定环境提出一种基于规划的情感计算模型。首先,基于部分可观察马尔科夫决策过程提出一种成本约束的目标导向行为规划技术用于规划智能体行为;其次,在规划执行过程中结合评价与再评价的双层评价理论计算生成情感;最后,结合特定情境设计两组对比实验。实验表明该模型能够提高智能体的逼真度且更加吸引玩家。
Embodiment of emotions can make non-player characters more realistic in computer games, and increase the fun of the game simultaneously to attract more players involved in. In the paper we present a planning-based affective computing model in partially observable uncertain environment. First, based on partially observable Markov decision processes we propose a goal-oriented action planning technique with costs-con.straint for planning the actions of intelligent agents; then we use two-level theory of cognitive appraisal, appraisal and reappraisal, to calculate the emotion during planning execution process; finally we design two groups of comparative experiments in combination with specific situations. Experiments suggest that the model can improve the believability of agents and is more attractive to players.
出处
《计算机应用与软件》
CSCD
2016年第2期73-76,114,共5页
Computer Applications and Software
关键词
情感计算
目标导向行为规划
部分可观察马尔科夫决策过程
双层评价理论
Affective computing Goal-oriented action planning Partially observable Markov decision processes Two-level theory ofcognitive appraisal