Dynamic Planning for Agents in Games Using Social Norms and Emotions

In realistic social game environments, agents need to exhibit a certain level of social awareness to maintain the illusion of life and to provide important interaction cues. Previously we have reported on an engine that imbues game agents with socially reactive behavior based on a continuous steering framework and a model of human territoriality. However, some social action requires deliberation and planning. In this paper we describe an addition to our engine that provides dynamic social planning on top of the reactive layer. We propose a novel approach that considers both the emotional and social impact of events and actions on the agent. An implementation demonstrates the approach.

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