2019
DOI: 10.1609/aiide.v15i1.5243
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A Plan-Based Personality Model for Story Characters

Abstract: Believable virtual characters enhance the experience of interactive virtual worlds. BDI-based state-space narrative planners make their characters more compelling by granting them specific goals to pursue and different (possibly wrong) beliefs about the state of the world. However, such systems do not account for character individuality. We extend work on narrative planning by proposing a personality model based on the Big Five. This paper discusses how each factor of the Big Five is represented by narrative p… Show more

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Cited by 7 publications
(8 citation statements)
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“…In this paper, we validated 6 emotions and provided initial results to show that characters generated by our model improve believability and empathy. We plan to expand our model of emotion to include the other OCC emotions and to combine it with computational models of personality, such as (Bahamón and Young 2013;Bahamón, Barot, and Young 2015;Shirvani and Ware 2019;Shirvani 2019) to further improve character believability.…”
Section: Discussionmentioning
confidence: 99%
“…In this paper, we validated 6 emotions and provided initial results to show that characters generated by our model improve believability and empathy. We plan to expand our model of emotion to include the other OCC emotions and to combine it with computational models of personality, such as (Bahamón and Young 2013;Bahamón, Barot, and Young 2015;Shirvani and Ware 2019;Shirvani 2019) to further improve character believability.…”
Section: Discussionmentioning
confidence: 99%
“…In the last few years, several games and works have been setting the state-of-the-art in interactive storytelling [4], [23]- [25]. In particular, Animal Crossing (Nintendo) and The Sims (Maxis, Electronic Arts 2000) use NPCs to bring out the content of a story.…”
Section: Interactive Storytellingmentioning
confidence: 99%
“…However, the work does not analyze the personality traits of the agents, which could trigger changes in the NPCs' behavior, thus improving the player experience. Shirvani et al [23], proposes a contextfree representation with a simplified Big Five personality model. They describe traits using a set of aspects, as defined by DeYoung et al [26] (such as defining an agreeableness trait through kindness and compassion aspects).…”
Section: Interactive Storytellingmentioning
confidence: 99%
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“…Next, in forthcoming work, I proposed a model of personality based on the Big Five (Shirvani and Ware 2019). I had two main goals for my personality model.…”
Section: My Previous Workmentioning
confidence: 99%