This chapter modeled emotions using a hierarchical system of heterogeneous components:
From a technological point of view, there are a few problems:
As a whole, the emotional system improved the believability of the characters (mannerisms), and made the changes in emotions more realistic (fuzzy models). The next chapter examines a concept that was exploited by the design of this emotional system: emergent behaviors. Simple interacting components generate complex patterns in the behaviors. Emergence is particularly important for game AI developers, because it can be so powerful and dangerous at the same time. |