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Computational Models of Emotion, Personality, and Social Relationships for Interactions in Games

机译:对游戏中互动的情感,人格和社会关系的计算模型

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We present a novel computational model of emotion, personality and social relationships, implemented and evaluated in an existing commercial game (The Elder Scrolls V: Skyrim). We argue that Non Player Characters (NPCs) with such capabilities will accommodate a new experience in playing games and provide evidence supporting this. Applying the ERiSA Framework [1, 2] to the Skyrim Creation Kit, we designed a simple quest and 2 unique NPCs to interact with. When the ERiSA framework is used, players reported significant changes in their social relationship with the two NPCs compared to the baseline. Most importantly, the results further indicate that the models provide a new experience in playing games. In particular, players report enhanced emotional attachment to the NPCs and appear to forge relationships with the NPCs. Finally, the implemented models result in significant changes in the game engagement and the game immersion score.
机译:我们在现有的商业比赛中提出了一种新颖的情感,个性和社会关系,在现有的商业游戏中实施和评估(长老滚动V:Skyrim)。我们争辩说,具有此类功能的非玩家字符(NPC)将适应游戏的新经验,并提供支持这一点的证据。将Erisa Framework [1,2]应用于天际创建套件,我们设计了一个简单的任务和2个独特的NPC来与之交互。当使用ERISA框架时,与基线相比,玩家与两种NPC的社会关系报告了重大变化。最重要的是,结果进一步表明模型在玩游戏中提供了新的经验。特别是,玩家报告对NPC的增强情绪依恋,似乎与NPC建立关系。最后,实施的模型导致游戏参与和游戏浸没评分的显着变化。

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