Applying a cognitive architecture to control of virtual non-player characters

CHI Systems, under contract to the US Army Research Institute, is developing an immersive training system, called Virtual Environment Cultural Training for Operational Readiness (VECTOR), which applies highly experiential, scenario-based virtual environments to training in cultural familiarization. To produce an interactive, realistic training environment, the simulation must incorporate synthetic actors, or nonplayer characters (NPC's), that are capable of evaluating and responding to the cultural propriety of trainee's actions. The main focus of the paper is on explaining how iGEN/spl trade/ cognitive modeling architecture is being used to create executable cognitive models and emotion models which inform and constrain the overall reactions and behaviors of NPC's toward the trainee. In addition to influencing the behavior of the active NPCs, the emotion models constrain interactions with NPC's encountered later in a scenario. In this way, the training system provides a means of modeling the overall cumulative emotional state of the simulated population.