Artificial Mind for Virtual Characters

Artificial Mind for Virtual Characters

Iara Moema Oberg Vilela
ISBN13: 9781599049960|ISBN10: 1599049961|ISBN13 Softcover: 9781616925376|EISBN13: 9781599049977
DOI: 10.4018/978-1-59904-996-0.ch011
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MLA

Moema Oberg Vilela, Iara. "Artificial Mind for Virtual Characters." Advancing Artificial Intelligence through Biological Process Applications, edited by Ana B. Porto Pazos, et al., IGI Global, 2009, pp. 182-201. https://doi.org/10.4018/978-1-59904-996-0.ch011

APA

Moema Oberg Vilela, I. (2009). Artificial Mind for Virtual Characters. In A. Porto Pazos, A. Pazos Sierra, & W. Buño Buceta (Eds.), Advancing Artificial Intelligence through Biological Process Applications (pp. 182-201). IGI Global. https://doi.org/10.4018/978-1-59904-996-0.ch011

Chicago

Moema Oberg Vilela, Iara. "Artificial Mind for Virtual Characters." In Advancing Artificial Intelligence through Biological Process Applications, edited by Ana B. Porto Pazos, Alejandro Pazos Sierra, and Washington Buño Buceta, 182-201. Hershey, PA: IGI Global, 2009. https://doi.org/10.4018/978-1-59904-996-0.ch011

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Abstract

This chapter discusses guidelines and models of Mind from Cognitive Sciences in order to generate an integrated architecture for an artificial mind that allows various behavior aspects to be simulated in a coherent and harmonious way, showing believability and computational processing viability. Motivations are considered the quantitative, driving forces of the action selection mechanism that guides behavior. The proposed architecture is based on a multi-agent structure, where reactive agents represent motivations (Motivation Agents) or actions (Execution Agents), and cognitive agents (Cognition Agents) embody knowledge-based attention, goal-oriented perception and decision-making processes. Motivation Agents compete for priority, and only winners can activate their corresponding Cognition Agents, thus filtering knowledge processing. Active Cognition Agents negotiate with each other to trigger a specific Execution Agent, which then may change internal and external states, displaying the corresponding animation. If no motivation satisfaction occurs, frustration is expressed by a discharge procedure. Motivations intensities are then accordingly decreased.

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