The Experts below are selected from a list of 459 Experts worldwide ranked by ideXlab platform
Jhala Arnav - One of the best experts on this subject based on the ideXlab platform.
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Prom week meets Skyrim: Developing a social agent architecture in a commercial game
IFAAMAS, 2017Co-Authors: Guimarães Manuel, Santos, Pedro A., Jhala ArnavAbstract:We present and describe CIF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represents rich social interactions between agents including feelings, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
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CiF-CK: An Architecture for Social NPCs in Commercial Games
IEEE, 2017Co-Authors: Guimarães Manuel, Santos, Pedro A., Jhala ArnavAbstract:We present and describe CiF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represented rich social interactions between agents that included emotions, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in the player community for the popular game.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
Arnav Jhala - One of the best experts on this subject based on the ideXlab platform.
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prom week meets Skyrim
Adaptive Agents and Multi-Agents Systems, 2017Co-Authors: Manuel Guimaraes, Pedro Santos, Arnav JhalaAbstract:We present an implementation of CIF-CK --- a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine.
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AAMAS - Prom Week Meets Skyrim: Developing a Social Agent Architecture in a Commercial Game
2017Co-Authors: Manuel Guimaraes, Pedro Santos, Arnav JhalaAbstract:We present and describe CIF-CK -- a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al's Comme il-Faut (CiF) architecture that represents rich social interactions between agents including feelings, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine
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prom week meets Skyrim developing a social agent architecture in a commercial game
Adaptive Agents and Multi-Agents Systems, 2017Co-Authors: Manuel Guimaraes, Pedro Santos, Arnav JhalaAbstract:We present and describe CIF-CK -- a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al's Comme il-Faut (CiF) architecture that represents rich social interactions between agents including feelings, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine
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CIG - CiF-CK: An architecture for social NPCS in commercial games
2017 IEEE Conference on Computational Intelligence and Games (CIG), 2017Co-Authors: Manuel Guimaraes, Pedro A. Santos, Arnav JhalaAbstract:We present and describe CiF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al's Comme il-Faut (CiF) architecture that represented rich social interactions between agents that included emotions, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in the player community for the popular game.
Guimarães Manuel - One of the best experts on this subject based on the ideXlab platform.
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Prom week meets Skyrim: Developing a social agent architecture in a commercial game
IFAAMAS, 2017Co-Authors: Guimarães Manuel, Santos, Pedro A., Jhala ArnavAbstract:We present and describe CIF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represents rich social interactions between agents including feelings, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
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CiF-CK: An Architecture for Social NPCs in Commercial Games
IEEE, 2017Co-Authors: Guimarães Manuel, Santos, Pedro A., Jhala ArnavAbstract:We present and describe CiF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represented rich social interactions between agents that included emotions, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in the player community for the popular game.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
Michel Valstar - One of the best experts on this subject based on the ideXlab platform.
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IVA - Playing with Social and Emotional Game Companions
Intelligent Virtual Agents, 2016Co-Authors: Andry Chowanda, Peter Blanchfield, Martin Flintham, Michel ValstarAbstract:This paper presents the findings of an empirical study that explores player game experience by implementing the ERiSA Framework in games. A study with Action Role-Playing Game (RPG) was designed to evaluate player interactions with game companions, who were imbued with social and emotional skill by the ERiSA Framework. Players had to complete a quest in the Skyrim game, in which players had to use social and emotional skills to obtain a sword. The results clearly show that game companions who are capable of perceiving and exhibit emotions, are perceived to have personality and can forge relationships with the players, enhancing the player experience during the game.
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Computational models of emotion, personality, and social relationships for interactions in games
2016Co-Authors: Andry Chowanda, Peter Blanchfield, Martin Flintham, Michel ValstarAbstract: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.
Barnabé Fanny - One of the best experts on this subject based on the ideXlab platform.
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Table ronde : Lecture/jeux vidéo, quelles expériences ?
2016Co-Authors: Barnabé FannyAbstract:Le jeu vidéo et le texte sont de vieux compagnons de route. Des premiers jeux vidéo textuels à Skyrim, leur relation est pourtant compliquée. La Compagnie Rebonds d’histoires vous propose au cours de cette table ronde de changer de point de vue : plutôt que de considérer les œuvres, intéressons-nous à l’expérience vécue par le lecteur et le joueur. Qu’en est-il des notions d’interactivité , de liberté, d’activité ? Quels liens entre lecteur/joueur, oeuvre et auteur ? Avec la participation de Léo HENRY (ed la Volte, Gallimard, Dystopia…) et de Fanny BARNABÉ (chercheuse en sociologie de la littérature)
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Table ronde : Lecture/jeux vidéo, quelles expériences ?
2016Co-Authors: Barnabé FannyAbstract:audience: researcher, professional, student, popularizationLe jeu vidéo et le texte sont de vieux compagnons de route. Des premiers jeux vidéo textuels à Skyrim, leur relation est pourtant compliquée. La Compagnie Rebonds d’histoires vous propose au cours de cette table ronde de changer de point de vue : plutôt que de considérer les œuvres, intéressons-nous à l’expérience vécue par le lecteur et le joueur. Qu’en est-il des notions d’interactivité , de liberté, d’activité ? Quels liens entre lecteur/joueur, oeuvre et auteur ? Avec la participation de Léo HENRY (ed la Volte, Gallimard, Dystopia…) et de Fanny BARNABÉ (chercheuse en sociologie de la littérature)