塑造可信的游戏角色

Hanneke Kersjes, P. Spronck
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引用次数: 1

摘要

电脑游戏中虚拟角色的行为通常仅由决策树或有限状态机决定,这不利于角色的可信度。有人认为,通过情感、个性和情绪来增强虚拟角色,可能会使他们的行为更加多样化,从而更加可信。在这个方向上的大多数研究都是基于现有的(社会)心理学文献,但没有在人类与虚拟人物互动的合适实验环境中进行测试。在我们的研究中,我们使用了Ochs等人[1]的人格模型的简化版本,我们在一个游戏中测试了该模型,该游戏让人类参与者与三个具有不同人格的代理互动:外向代理,神经质代理和中性代理。该模型只影响代理人的情绪,而这些情绪只通过他们的面部表情表现出来。参与者被要求根据六个可能的特征来评估代理人的性格。我们发现,参与者认为神经质因子是最神经质的,同时也有迹象表明外向因子被认为是最外向的。我们的结论是,玩家确实会根据他们的面部表情来区分代理人之间的性格差异。因此,使用个性模型可以让游戏开发者更容易地快速创造出各种各样的虚拟角色,这些角色表现出独特的行为,使他们更可信。
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Modeling believable game characters
The behavior of virtual characters in computer games is usually determined solely by decision trees or finite state machines, which is detrimental to the characters' believability. It has been argued that enhancing the virtual characters with emotions, personalities, and moods, may make their behavior more diverse and thus more believable. Most research in this direction is based on existing (socio-)psychological literature, but not tested in a suitable experimental setting where humans interact with the virtual characters. In our research, we use a simplified version of the personality model of Ochs et al. [1], which we test in a game which has human participants interact with three agents with different personalities: an extraverted agent, a neurotic agent, and a neutral agent. The model only influences the agents' emotions, which are only exhibited by their facial expressions. The participants were asked to assess the agents' personality based on six possible traits. We found that the participants considered the neurotic agent as the most neurotic, while there are also indications that the extraverted agent was considered the most extraverted. We conclude that players will indeed distinguish personality differences between agents based on their facial expression of emotions. Therefore, using a personality model may make it easy for game developers to quickly create a high variety of virtual characters, who exhibit individual behaviors, making them more believable.
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