2008 IEEE Symposium on Computational Intelligence and Games 2008
DOI: 10.1109/cig.2008.5035649
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Preparing for the aftermath: Using emotional agents in game-based training for disaster response

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Cited by 11 publications
(4 citation statements)
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“…Traditional architectures such as finite state machines (FSMs) and behavior trees provide intuitive structures for designing agents, yet have difficulties in scaling the agents to handle more tasks and are too predictable in their behavior execution. Cognitive modeling solutions such as SOAR (Laird, 2012), ACT-R (Anderson & Lebiere, 1998), and Sandia's Cognitive Runtime Engine with Active Memory (SCREAM) (Djordjevich, et al, 2008), provided new architectures mimicking psychological models of human-decision making, with demonstrations of these models used as agents within various games (Laird, 2001) (Best, Lebiere, & Scarpinatto, 2002). These approaches have not met wide acceptance due to their complicated structure for authoring new behaviors.…”
Section: Related Workmentioning
confidence: 99%
“…Traditional architectures such as finite state machines (FSMs) and behavior trees provide intuitive structures for designing agents, yet have difficulties in scaling the agents to handle more tasks and are too predictable in their behavior execution. Cognitive modeling solutions such as SOAR (Laird, 2012), ACT-R (Anderson & Lebiere, 1998), and Sandia's Cognitive Runtime Engine with Active Memory (SCREAM) (Djordjevich, et al, 2008), provided new architectures mimicking psychological models of human-decision making, with demonstrations of these models used as agents within various games (Laird, 2001) (Best, Lebiere, & Scarpinatto, 2002). These approaches have not met wide acceptance due to their complicated structure for authoring new behaviors.…”
Section: Related Workmentioning
confidence: 99%
“…And these games and simulations need content. Militaries need scenarios to train peace-keeping duties and simulate the consequences of tactical decisions [25]; rescue services need city layouts and buildings to train disaster relief workers [26]; companies in sectors from logistics to customer service to education use game-based simulations to train their employees, and need scenarios for this. For training to be effective, desired affective states of the trainees need to be reliably induced, reinforcing the need for basing the content generation on a model of the trainee's experience profile.…”
Section: Procedural Content Generationmentioning
confidence: 99%
“…The 2006-2008 LDRD, "Enabling Immersive Simulation", produced several integrations, including: Trainable Automated Forces and Cognitive Foundry cognitive models with Umbra; and NPS's Delta3D with ABL [Abbott, et al, 2009]. Another LDRD project integrated SCREAM+SHERCA-based cognitive modeling elements into the behaviors of non-player-characters (NPCs) in a serious game for training first response commanders [Djordjevich, et al, 2008]. Results of these projects supported the observation that while it may be scientifically important to expand the domains and levels of abstraction that a cognitive framework can cover, it would be also important to pursue behavior modeling that applies the most capable techniques for different aspects of the problem and enables their integration.…”
Section: Sandia Embodied Agent Simulation Technologymentioning
confidence: 99%