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What is Appraisal Variables

Bridging the Gap Between AI, Cognitive Science, and Narratology With Narrative Generation
A set of values categorically assigned to objects that an agent senses that can affect the emotional state of the agent.
Published in Chapter:
Multi-Disciplinary Paths to Actor-Centric Non-Player Character Emotion Models
Sheldon Schiffer (Georgia State University, USA)
DOI: 10.4018/978-1-7998-4864-6.ch002
Video game non-player characters (NPCs) are a type of agent that often inherits emotion models and functions from ancestor virtual agents. Few emotion models have been designed for NPCs explicitly, and therefore do not approach the expressive possibilities available to live-action performing actors nor hand-crafted animated characters. With distinct perspectives on emotion generation from multiple fields within narratology and computational cognitive psychology, the architecture of NPC emotion systems can reflect the theories and practices of performing artists. This chapter argues that the deployment of virtual agent emotion models applied to NPCs can constrain the performative aesthetic properties of NPCs. An actor-centric emotion model can accommodate creative processes for actors and may reveal what features emotion model architectures should have that are most useful for contemporary game production of photorealistic NPCs that achieve cinematic acting styles and robust narrative design.
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Logical Modeling of Emotions for Ambient Intelligence
Criteria used to evaluate the significance of a situation w.r.t. an individual’s goals, ideals or desires, determining the triggered emotion. For example a pleasant situation (the pleasantness variable is measured by comparing the situation with the individual’s goals) leads to a positive emotion (e.g. joy).
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