The Role of Emotion in Believable Agents

The Role of Emotion in Believable Agents

July 1994/Vol.37, No.7 | Joseph Bates
The chapter discusses the role of emotion in creating believable agents, drawing parallels between the goals of artists and AI researchers. Both aim to create characters that seem to think, feel, and live, but with different approaches. Artists, particularly character animators, focus on the emotional states and reactions of characters, emphasizing the importance of clearly defined and appropriately timed emotions. AI researchers, on the other hand, emphasize reasoning, problem-solving, and learning, often inspired by the idealized scientist. The chapter highlights the Disney animators' approach, which emphasizes the portrayal of emotions to give characters the illusion of life. Key points include defining the character's emotional state, revealing it through actions, and emphasizing it through various mechanisms like foreshadowing and exaggeration. The Oz project, led by Joseph Bates, attempted to build believable agents using a goal-directed, behavior-based architecture coupled with a component for generating and expressing emotions. The project aimed to create creatures with strong internal emotional states and realistic emotional reactions, though challenges remain in achieving clear and recognizable emotions. The conclusion emphasizes that believability in interactive characters requires reactivity, goals, emotions, and social competence. While "alternative AI" focuses on reactivity, the chapter suggests that other qualities like emotion and personality are equally important for creating convincing and engaging characters. The practical goal is to construct agents that convey a strong sense of realism, rather than merely mimicking reality.The chapter discusses the role of emotion in creating believable agents, drawing parallels between the goals of artists and AI researchers. Both aim to create characters that seem to think, feel, and live, but with different approaches. Artists, particularly character animators, focus on the emotional states and reactions of characters, emphasizing the importance of clearly defined and appropriately timed emotions. AI researchers, on the other hand, emphasize reasoning, problem-solving, and learning, often inspired by the idealized scientist. The chapter highlights the Disney animators' approach, which emphasizes the portrayal of emotions to give characters the illusion of life. Key points include defining the character's emotional state, revealing it through actions, and emphasizing it through various mechanisms like foreshadowing and exaggeration. The Oz project, led by Joseph Bates, attempted to build believable agents using a goal-directed, behavior-based architecture coupled with a component for generating and expressing emotions. The project aimed to create creatures with strong internal emotional states and realistic emotional reactions, though challenges remain in achieving clear and recognizable emotions. The conclusion emphasizes that believability in interactive characters requires reactivity, goals, emotions, and social competence. While "alternative AI" focuses on reactivity, the chapter suggests that other qualities like emotion and personality are equally important for creating convincing and engaging characters. The practical goal is to construct agents that convey a strong sense of realism, rather than merely mimicking reality.
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