ture for emotional agents. The authors propose an
architecture including an emotional state that evolves
over time. The emotional changes depend on the input
and create an output possibly influencing rational or
reactive behavior of the agent. Two two-dimensional
“emotional spaces” are presented where emotional
stimuli move the current position of the emotional
state. While the motivation of this approach is similar
to the one in our approach (trying to create more re-
alistic or entertaining behavior), Camurri and Coglio
aim at an emotional architecture for robots with real-
time interaction.
An approach to modeling emotional BDI agents is
presented by (Pereira et al., 2006). They introduce the
multi-modal logic EBDI where an emotional compo-
nent influences the interactions of beliefs, desires, and
intentions. In their paper, besides the basic emotional
model they provide a specification of a fearful emo-
tional BDI agent. Pereira et al. consider threats and
unpleasant facts triggering fear.
(Steunebrink et al., 2007) introduce a formaliza-
tion of the OCC model of emotions mentioned above.
They introduce a logical language (and its semantics)
which they have used to formalize qualitatively all 22
emotional states of the OCC model.
6 CONCLUSIONS
The work proved that there are configurations which
are significantly less successful in their environment
than others and that the artificially created emotions
are indeed significantly influencing each other in the
context of the gaming environment. Although not yet
completely determinable the idea of game variety has
been investigated by guaranteeing that the new emo-
tional agents affect the game play severely.
Altogether the work achieved to construct a simu-
lation of artificial emotions in a gaming environment.
In order to investigate the plausibility of certain emo-
tional reactions a survey on the human player (like
Max) could be interesting. A competition with human
players could lead to interesting results, because it is
yet not sure that lower strategies might loose of their
strength when competing with human players (who
would accept an extremely small bribe?). Another
possible step is to adjust the complexity of the bribing
system by offering the players to bargain much more
as they like to.
Further interesting extensions could address the
integration of promises (in the sense of commitments)
as additional means for negotiations– and, of course,
the satisfaction or violation of such promises. In the
current emotional agents, each agent has only one
general emotional state. It would also be interesting
to introduce “directed” emotions, i.e., emotions w.r.t.
an individual player who has acted in a pleasant or
unkind way.
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