Biomedical Engineering Reference
In-Depth Information
Chapter XI
Artificial Mind for Virtual
Characters
Iara Moema Oberg Vilela
Universidade Federal do Rio de Janeiro, Brazil
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. Moti-
vations 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 repre-
sent 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.
INTRODUCTION
may then provide more realistic visualizations of
complex emergent scenarios. Applications are not
restricted just to entertainment systems like game
and virtual storytelling, as it may seem (Rist,
André, and Baldes, 2003). Education (Antonio,
Ramírez, Imbert, Méndez and Aguilar, 2005;
Tortell and Morie, 2006; Chittaro, Ieronutti and
Rigutti, 2005), training in dangerous situations
involving people (Miao Hoppe and Pinkwart,
Convergence of artificial life, artificial intelligence
and virtual environment techniques has given rise
to intelligent virtual environments (Aylett and
Luck, 2000; Aylett and Cavazza, 2001; Thalmann,
2003; Osório, Musse, Santos, Heinen, Braun and
Silva, 2005). The simulation of inhabited virtual
worlds where lifelike forms behave and interact
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