Gamygdala Emotion Engine


Resources:

References:

See also:

Emotion Engines 2018 | Non-Player Character & Social Simulation | WorldViz Vizard & Virtual Humans 2014


Gamygdala: An emotion engine for games
A Popescu, J Broekens… – IEEE Transactions on …, 2013 – ieeexplore.ieee.org
In this paper we present GAMYGDALA, an emotional appraisal engine that enables game developers to easily add emotions to their Non-Player Characters (NPC). Our approach proposes a solution that is positioned between event coding of affect, where individual …

Developing Emotional AI with Gamygdala for Universal Fighting Engine
M Endo, K Yuda, M Mozgovoy – Proceedings of the L …, 2019 – web-ext.u-aizu.ac.jp
The behavior of computer-controlled opponents in competitive computer games is often perceived as non-human-like by the players. One of the reasons might include the fact that many AI systems operate on the same difficulty level during the whole game. In contrast, real …

Emotion engines for games in practice: two case studies using Gamygdala
J Broekens – … Conference on Affective Computing and Intelligent …, 2015 – ieeexplore.ieee.org
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 …

Creating an Affective Fighting Game AI System with Gamygdala
K Yuda, M Mozgovoy… – 2019 IEEE Conference …, 2019 – ieeexplore.ieee.org
State-of-the-art fighting game AI technologies are already able to play at the level of professional human players. Thus, the challenge is not only to create artificial opponents that can play on a par with people, but also to make them enjoyable to play against. This can …

Enhancing Built-In AI of Universal Fighting Engine with Human-Like Behavior Patterns
K Yuda, M Endo, M Mozgovoy – web-ext.u-aizu.ac.jp
… Abstract We aim to introduce human-like computer-controlled fighters into a popular fighting game engine UFE. This can be done with an emotional appraisal engine GAMYGDALA that assist creation of virtual characters, affected by emotions … 2. Gamygdala …

The affective storyteller: using character emotion to influence narrative generation
F Kaptein, J Broekens – International Conference on Intelligent Virtual …, 2015 – Springer
… These emotions are simulated using GAMYGDALA. Keywords. Narrative … challenges. 3 Approach. We have developed the Affective Storyteller, a domain independent system that uses GAMYGDALA [6] to generate character emotions …

Emotion Engines for Games in Practice
J Broekens – Citeseer
Page 1. Emotion Engines for Games in Practice Two Case Studies using Gamygdala … To facilitate this, we have developed a fully documented JavaScript-based version of GAMYGDALA including a plugin for the JavaScript-based game engine Phaser …

Development of Computational Models of Emotions: A Software Engineering Perspective
E Osuna, LF Rodríguez, JO Gutierrez-Garcia… – Cognitive Systems …, 2019 – Elsevier
… GAMYGDALA (Broekens et al., 2016, Popescu et al., 2013) is an emotional appraisal engine for game developers with the aim of incorporating emotions into non-player characters … A video game that implements GAMYGDALA must assign objectives to non-player characters …

Emotional appraisal engines for games
J Broekens, E Hudlicka, R Bidarra – Emotion in Games, 2016 – Springer
… Keywords. Non-player character – NPC Behaviour Appraisal engine GAMYGDALA Gameplay. Download chapter PDF. Introduction … To demonstrate that this is feasible, we have developed an emotion appraisal engine, GAMYGDALA [15] …

2014 Index IEEE Transactions on Affective Computing Vol. 5
MK Abd El Meguid, H Ahn, D Akay, L An… – IEEE Transactions on …, 2015 – computer.org
… 2014 340-351 Popescu, A., Broekens, J., and van Someren, M., GAMYGDALA: An Emotion Engine for Games; T-AFFC Jan. -March 2014 32-44 R … Martinez, HP, +, T-AFFC July -Sept. 2014 314-326 GAMYGDALA: An Emotion Engine for Games. Popescu, A., +, T-AFFC Jan …

Emotional agents as non-playable characters in games: Experience with Jadex and JBdiEmo
Š Korecko, B Sobota, P ?urilla – 2014 IEEE 15th International …, 2014 – ieeexplore.ieee.org
… them use emotions. On the other hand, the GAMYGDALA [9] is an emotional engine, which implements the OCC model, too, but, contrary to the JBdiEmo, is not connected to any concrete agent system or game engine. It can …

Exit 53: physiological data for improving non-player character interaction
J Jalbert, S Rank – International Conference on Interactive Digital …, 2016 – Springer
… However, this does not take the user’s emotional state into account. GAMYGDALA was a system created to simulate emotions in virtual agents. The system was used to create an adaptive narrative based on these simulated artificial emotions [10] …

CiF-CK: An architecture for social NPCS in commercial games
M Guimaraes, P Santos, A Jhala – 2017 IEEE Conference on …, 2017 – ieeexplore.ieee.org
… 127 Page 3. 2) GAMYGDALA: GAMYGDALA is an emotional ap- praisal engine that enables game developers to add emotions to their Non-Player Characters … Based on this input, GAMYGDALA finds an emotion for that NPC according to the well-known OCC model [14] …

Emotion and Attitude Modeling for Non-player Characters
B Ravenet, F Pecune, M Chollet, C Pelachaud – Emotion in Games, 2016 – Springer
… More recent works also map OCC emotions into a PAD space, like WASABI did [7] or GAMYGDALA [62] … GAMYGDALA provides a simpler generic engine that can be used to compute emotions for Non Playable Characters (NPC) in any kind of video games …

Crossover of affective artificial intelligence between robotics simulator and games
H Samani, D Polydorou – International Conference on Interactive …, 2017 – Springer
… Building about the Gamygdala engine, we have introduced an artificial endocrine system which we believe could replicate an even more realistic character simulation … 10. Popescu, A., Broekens, J., Van Someren, M.: GAMYGDALA: an emotion engine for games. IEEE Trans …

A model for socially intelligent merchants
M Oliveira, PA Santos – … of the 14th International Conference on the …, 2019 – dl.acm.org
… 2.3.1 GAMYGDALA. GAMYGDALA is an emotion engine to be applied in games, based on the OCC model [19], that aims to add emotions to Non-Player Characters in games easily … 2014. Gamygdala: An emotion engine for games …

Programming with Affect: How Behaviour Trees and a Lightweight Cognitive Architecture Enable the Development of Non-Player Characters with Emotions
S Belle, C Gittens, TCN Graham – 2019 IEEE Games …, 2019 – ieeexplore.ieee.org
… One example of a black box system that adds emotion to NPCs is the GAMYGDALA emotion engine [11]. GAMYGDALA is an AI sub-component that can identify the suitable emotion for the NPC to express based on the current event it is experiencing …

Caaf: A cognitive affective agent programming framework
F Kaptein, J Broekens, KV Hindriks… – … Conference on Intelligent …, 2016 – Springer
… [7], FAtiMA [6], and GAMYGDALA [17] … This enables implementing such modules independently. GAMYGDALA is an emotion engine that can be added to games by annotating events with their influence on the beliefs and desires of different characters …

Virtual humans in games: realistic behavior and emotions for non-player characters
S Ercan, R Harel, JB Peperkamp, U Yilmaz – 2014 – Citeseer
… In order to achieve this goal, we make use of two existing applications: Entika, a semantic world editor and Gamygdala, an emotion appraisal engine … The main questions we have set out to answer are the following: 1. What is the best way to integrate Entika and Gamygdala …

How avatars in care context should show affect
S Fagel, MB Moussa, D Cereghetti – Proceedings of the 10th EAI …, 2016 – dl.acm.org
… 2009) OCC FAtiMA (Dias, Mascarenhas, and Paiva 2011)(Dias and Paiva 2005) OCC FLAME (El-Nasr, Yen, and Ioerger 2000) OCC GALAAD (Adam 2007) OCC GAMYGDALA (Popescu, Broekens, and van Someren 2013) OCC …

Learning Emotions: A Software Engine for Simulating Realistic Emotion in Artificial Agents
D Code – 2015 – openworks.wooster.edu
… particular event or object can change over time. In addition to the FLAME model, the engine draws on the design of the GAMYGDALA emotional engine for games. Evaluations of the model’s behavior over a set of test cases are performed, with a … 23 3.5 GAMYGDALA …

The Affective Storyteller: How Emotion Influences Narrative Generation
FCA Kaptein – 2015 – Citeseer
… The Affective Storyteller simulates character emotions using GAMYGDALA, an emotion framework based on the OCC model. The OCC model generates emotions based on how well the characters perform in regards to their goals … viii CONTENTS B GAMYGDALA emotions 39 …

GLaDOS: Integrating Emotion-Based Behaviours into Non-Player Characters in Computer Role-Playing Games
G Smith – 2017 – macsphere.mcmaster.ca
Page 1. GLaDOS Page 2. GLaDOS: INTEGRATING EMOTION-BASED BEHAVIOURS INTO NON-PLAYER CHARACTERS IN COMPUTER ROLE-PLAYING GAMES BY GENEVA SMITH, B.Eng. a thesis submitted to the department …

From caveman to gentleman: a CiF-based social interaction model applied to conan exiles
L Morais, J Dias, PA Santos – … of the 14th International Conference on the …, 2019 – dl.acm.org
… GAMYGDALA [14] provides NPCs with OCC emotions. Game events affect NPC Goals, which in turn react by producing spe- cific emotions to the NPC … FAtiMA and GAMYGDALA explore and model emotions, an interesting concept that we will approach and expand upon …

How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character
S Schiffer – Proceedings of the AAAI Conference on Artificial …, 2019 – wvvw.aaai.org
… The Cognitive Structure of Emotions, New York: Cambridge University Press. Popescu, A.; Broekens, J.; and van Someren, M. 2014. GAMYGDALA: An Emotion Engine for Games, IEEE Transac- tion of Affective Computing, 1(5), 32-44. Paiva, A., and Aylett, R. 2012 …

EMIA: emotion model for intelligent agent
S Jain, K Asawa – Journal of Intelligent Systems, 2015 – degruyter.com
… However, they have reported about only emotion triggering. Popescu et al. [32] proposed an emotion engine called GAMYGDALA that allows the game developer to add emotions to non-player characters. It does not own any memory …

Stability of Human-Inspired Agent Societies
J Collenette, K Atkinson, D Bloembergen… – Proceedings of the 18th …, 2019 – dl.acm.org
… [23] A. Popescu, J. Broekens, and M. van Someren. 2014. GAMYGDALA: An Emotion Engine for Games. IEEE Transactions on Affective Computing 5, 1 (Jan 2014), 32–44. https://doi.org/ 10.1109/T-AFFC.2013.24 [24] J Maynard Smith and George R Price. 1973 …

Using Affective Loop as Auxilliary Design Tool for Video Games
B Gizycka – ceur-ws.org
… Cambridge University Press (1988) 17. Picard, RW: Affective Computing. MIT Press (1997) 18. Popescu, A., Broekens, J., Van Someren, M.: Gamygdala: An emotion engine for games. IEEE Transactions on Affective Computing 5(1), 32–44 (2014) 19 …

A conceptual affective design framework for the use of emotions in computer game design
P De Byl – … : Journal of Psychosocial Research on Cyberspace, 2015 – cyberpsychology.eu
… The majority of these based their models on the OCC appraisal theory. Popescu, Broekens, and van Someren (2014) presented their emotion engine for games (GAMYGDALA) … Popescu, A., Broekens, J., & van Someren, M. (2014). Gamygdala: An emotion engine for games …

User-centered Entertainment Factors for Platform Transformation and Game Development
P Anunpattana, MNA Khalid, H Iida – 2019 – researchgate.net
… 5, no. 2, pp. 101-111, 1 April-June 2014. [17] A. Popescu, J. Broekens and M. van Someren,: “GAMYGDALA: An Emotion Engine for Games,” in IEEE Transactions on Affective Computing, vol. 5, no. 1, pp. 32-44, Jan.- March 2014 …

Virtual Reflexes
CM Jonker, J Broekens, A Plaat – International Conference on Intelligent …, 2014 – Springer
… disorders. J. Intell. Disability Research 46(5), 430–443 (2002) 31. Popescu, A., Broekens, J., van Someren, M.: GAMYGDALA: An Emotion Engine for Games. IEEE Transactions on Affective Computing 5(1), 32–44 (2014) 32. Popovi? …

Psychology of technology
VK Kool, R Agrawal – 2016 – Springer
… 281 Box 6.8 Kansei Designing and Manufacturing ….. 284 Box 6.9 3D and Virtual Tryouts in Online Shopping ….. 298 Box 6.10 Gamygdala: A Pluggable Emotional Engine for Gaming ….. 300 …

The role of emotion in self-explanations by cognitive agents
F Kaptein, J Broekens, K Hindriks… – … and Demos (ACIIW), 2017 – ieeexplore.ieee.org
Page 1. 2017 Seventh International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW) The Role of Emotion in Self-Explanations by Cognitive Agents Frank Kaptein 1 , Joost Broekens 1 , Koen Hindriks 1 , and Mark Neerincx 1,2 …

Modelling Behaviour Change using Cognitive Agent Simulations
CM Kennedy – researchgate.net
… University Press, Cambridge, MA, 1988. [22] A. Popescu, J. Broekens, and M. van Someren, ‘GAMYGDALA: An Emotion Engine for Games’, IEEE Transactions on Affective Comput- ing, 5(1), 32–44, (2014). [23] RM Ryan and EL …

Modelling mood in co-operative emotional agents
J Collenette, K Atkinson, D Bloembergen… – Distributed Autonomous …, 2018 – Springer
… Ortony, A., Clore, GL, Collins, A.: The Cognitive Structure of Emotions. Cambridge university press, Cambridge (1990)Google Scholar. 19. Popescu, A., Broekens, J., van Someren, M.: Gamygdala: an emotion engine for games. IEEE Trans. Affect. Comput. 5(1), 32–44 (2014) …

Technology and Hedonism
VK Kool, R Agrawal – Psychology of Technology, 2016 – Springer
… balance. Keywords. Affect sensitive ALT Attribution bias Broaden & Build theory Emotioneering Flow Gamygdala Hedonic designing Hedonomics Neuroesthetics Prospect theory Satisficing. Download chapter PDF. Professor …

Semantics-based intelligent human-computer interaction
V Gatteschi, F Lamberti, P Montuschi… – IEEE Intelligent …, 2015 – ieeexplore.ieee.org
… Knowledge Eng. Rev., vol. 23, no. 4, 2008, pp. 369–388. 10. A. Popescu, J. Broekens, and M. van Someren, “GAMYGDALA: An Emotion Engine for Games,” IEEE Trans. Affective Comput- ing, vol. 5, no. 1, 2014, pp. 32–44. 11. R …

Emotionally-aware multimodal interfaces: Preliminary work on a generic affective modality
T Henriques, S Silva, S Brás, SC Soares… – Proceedings of the 8th …, 2018 – dl.acm.org
Page 1. Emotionally-Aware Multimodal Interfaces: Preliminary Work on a Generic Afective Modality Tiago Henriques DETI – University of Aveiro Samuel Silva DETI/IEETA – University of Aveiro Susana Brás DETI/IEETA – University of Aveiro …

Investigation on Player and Virtual Environment Interaction
A Vidugirien?, A Pranckevi?ien?, E Vaškevi?ius… – … on Augmented and …, 2014 – Springer
Page 1. © Springer International Publishing Switzerland 2014 LT De Paolis and A. Mongelli (Eds.): AVR 2014, LNCS 8853, pp. 19–34, 2014. DOI: 10.1007/978-3-319-13969- 2_2 Investigation on Player and Virtual Environment Interaction …

Dynamic Facial Models for Video-based Dimensional Affect Estimation
S Song, E Sánchez-Lozano… – Proceedings of the …, 2019 – openaccess.thecvf.com
Page 1. Dynamic Facial Models for Video-based Dimensional Affect Estimation Siyang Song1, Enrique Sánchez-Lozano2, Mani Kumar Tellamekala 1, Linlin Shen3, Alan Johnston1 and Michel Valstar1 1 University of Nottingham …

Adaptive Fuzzy and Predictive Controllers for Expressive Robot Arm Movement during Human and Environment Interaction
LR Ardila, E Coronado, H Hendra, J Phan… – International Journal of …, 2019 – ijmerr.com
Page 1. Adaptive Fuzzy and Predictive Controllers for Expressive Robot Arm Movement during Human and Environment Interaction Liz Rincon Ardila, Enrique Coronado, Hansen Hendra, Julyando Phan, Zur Zainalkefli, Gentiane …

Emotion recognition in spontaneous and acted dialogues
L Tian, JD Moore, C Lai – 2015 International Conference on …, 2015 – ieeexplore.ieee.org
… [5] F. Pecune, M. Mancini, B. Biancardi, G. Varni, Y. Ding, and C. Pelachaud, “Laughing with a virtual agent,” 2015. [6] A. Popescu, J. Broekens, and M. van Someren, “Gamygdala: An emotion engine for games,” Affective Computing, IEEE Transactions on, vol. 5, no. 1, pp …

Recognizing emotions in dialogues with acoustic and lexical features
L Tian, JD Moore, C Lai – 2015 International Conference on …, 2015 – ieeexplore.ieee.org
… 978-1-4799-9953-8/15/$31.00 ©2015 IEEE 741 Page 6. [3] A. Popescu, J. Broekens, and M. van Someren, “Gamygdala: An emotion engine for games,” Affective Computing, IEEE Transactions on, vol. 5, no. 1, pp. 32–44, 2014 …

Environmental effects on simulated emotional and moody agents
J Collenette, K Atkinson, D Bloembergen… – The Knowledge …, 2017 – cambridge.org
Page 1. Environmental effects on simulated emotional and moody agents JOE COLLENETTE, KATIE ATKINSON, DAAN BLOEMBERGEN and KARL TUYLS Department of Computer Science, University of Liverpool, Liverpool L69 3BX, UK; e-mail: jmcollenette@liverpool.ac.uk …

Arousal recognition using audio-visual features and FMRI-based brain response
J Han, X Ji, X Hu, L Guo, T Liu – IEEE Transactions on Affective …, 2015 – ieeexplore.ieee.org
Page 1. Arousal Recognition Using Audio-Visual Features and FMRI-Based Brain Response Junwei Han, Xiang Ji, Xintao Hu, Lei Guo, and Tianming Liu Abstract—As the indicator of emotion intensity, arousal is a significant clue for users to find their interested content …

Audio–visual emotion-aware cloud gaming framework
MS Hossain, G Muhammad, B Song… – … on Circuits and …, 2015 – ieeexplore.ieee.org
Page 1. 1051-8215 (c) 2015 IEEE. Personal use is permitted, but republication/ redistribution requires IEEE permission. See http://www.ieee.org/ publications_standards/publications/rights/index.html for more information. This …

A Systematic Approach for the Integration of Emotional Context in Interactive Systems
T de Figueiredo – pdfs.semanticscholar.org
Page 1. Universidade de Aveiro Departamento de Electrónica, Telecomunicaç˜oes e Informática, 2018 Tiago de Figueiredo Henriques A systematic approach for the integration of emotional context in interactive systems Uma abordagem sistemática para a integraç˜ao de …

A Temporal Difference Reinforcement Learning Theory of Emotion: unifying emotion, cognition and adaptive behavior
J Broekens – arXiv preprint arXiv:1807.08941, 2018 – arxiv.org
Page 1. A Temporal Difference Reinforcement Learning Theory of Emotion: unifying emotion, cognition and adaptive behavior. Joost Broekens Interactive Intelligence Group Intelligent System Department TU Delft, the Netherlands Abstract …

Towards Transparent Robot Learning through TDRL-based Emotional Expressions
J Broekens, M Chetouani – IEEE Transactions on Affective …, 2019 – ieeexplore.ieee.org
Page 1. 1949-3045 (c) 2018 IEEE. Personal use is permitted, but republication/ redistribution requires IEEE permission. See http://www.ieee.org/ publications_standards/publications/rights/index.html for more information. This …

(Visited 13 times, 1 visits today)