Authors:
Héctor Orozco
1
;
Félix Ramos
1
;
Victor Fernández
1
;
Octavio Gutiérrez
1
;
Marco Ramos
2
and
Daniel Thalmann
3
Affiliations:
1
CINVESTAV del I.P.N., Unidad Guadalajara, Mexico
;
2
Universidad Autónoma del Estado de México, Mexico
;
3
École Polytechnique Fédérale de Lausanne, Switzerland
Keyword(s):
Human behavior simulation, Virtual humans, Personality, MMPI, EBDI agents.
Related
Ontology
Subjects/Areas/Topics:
Agent Models and Architectures
;
Agents
;
Artificial Intelligence
;
Artificial Intelligence and Decision Support Systems
;
Autonomous Systems
;
Bioinformatics
;
Biomedical Engineering
;
Case-Based Reasoning
;
Cognitive Systems
;
Computational Intelligence
;
Enterprise Information Systems
;
Evolutionary Computing
;
Formal Methods
;
Fuzzy Systems
;
Informatics in Control, Automation and Robotics
;
Information Systems Analysis and Specification
;
Intelligent Control Systems and Optimization
;
Logic Programming
;
Methodologies and Technologies
;
Model-Based Reasoning
;
Operational Research
;
Pattern Recognition
;
Planning and Scheduling
;
Simulation
;
Simulation and Modeling
;
Soft Computing
;
Symbolic Systems
;
Task Planning and Execution
;
Theory and Methods
Abstract:
In this paper, we present a new cognitive model based on Psychology for simulating human behavior in realistic virtual humans. To do this, we use the Minnesota Multiphasic Personality Inventory (MMPI), taking into account the personality scales defined in it to endow the virtual humans with a real personality and form a set of fuzzy rules used to obtain the emotional influences that modify virtual humans' affective state according to their personality and the events they perceive from their environment. We also implemented an EBDI-based action selection by using an event calculus definition. This action selection mechanism allows virtual humans to perform actions based on their current emotional state, their beliefs, their desires and their intentions. These actions define virtual humans' behavior for each situation they experience in the environment. As case study, we present an scenario where a male virtual human with a psychopathic personality and a female virtual human with a hys
teric personality are interacting in a real way.
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