Emotional agent model and architecture for NPCs group control and interaction to facilitate leadership roles in computer entertainment

The paper reports work involving the use of academic artificial intelligence to create realistic portrayals of leadership roles in computer game entertainment. In response to a perceived lack of depth and realism in the team relationship dynamics of modern gaming, the project developed a human agent architecture, multiagent system, and demonstrative game application. The agent architecture was based partially on research into social psychology, and utilized emotion and belief representations to drive action selection. Agent interaction and relationship development was produced on the basis of the Iterated Prisoner's Dilemma (IPD), through which a team's success came to be determined by its members' choices to cooperate or compete with its leader.