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A Review of Agent Emotion Architectures

2008, Eludamos: Journal for Computer Game Culture

Abstract

This paper attempts to highlight some of the research that has been conducted worldwide in the area of computational models of emotions, with a particular emphasis on agent emotions suitable for simulations and games. The intended outcome is to both review some of the more prominent research in the field, and to also ascertain the level of formal psychology that may underpin such work with a view to proposing that there is scope for an architecture built from the ground up, that arises from non-conflicting theories of emotion.

Key takeaways

  • Some of this research is fragmented, leading to little further work or potential for subsequent development, but can still add value in the pursuit of computational models of emotions for developers looking to model specific aspects of emotion.
  • According to later research (Sloman 1999) the architecture can also be used to simulate emotions as shown below:
  • One interesting aspect of the architecture is the concept of emotions decaying over time, which is consistent with some research in formal emotion psychology (Slater et al 2007).
  • What developers ideally need is either a middleware emotion module that works with their chosen engine, or an emotion architecture that is both based in sound emotion psychology and geared towards software developers without a background in psychology.
  • To this end the research presented here highlights the salient research that is commonly found when investigating the area of computational models of emotion, and clearly shows there is still much confusion for software developers looking at including emotions into agents using their own cognitive architectures rather than emotions built into complex models.