Adrian Hernandez
Software Development
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Non-Playable Charater Emotion Modeling Using the OCC Model,
Five Factor Model, and Social Relations
The goal of my thesis was to bring I also created a small predator and prey
into game development. This was done working. The model helped me gain a
architectures and ideas from psychology
by creating an emotional model for Non-
Playable Characters using three main
architectures.
The first is called the OCC Model, which
provides the basis for the emotion
generation my model uses. The second
architecture is called the Five Factor
Model, which describes a person’s
personality making each NPC unique.
The last architecture is the idea of social
relations, which describes how one
person feels towards another allowing
NPCs to gauge each of their peers
differently. It consists of four aspects:
liking, dominance, solidarity, and
familiarity.
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SOFTWARE DEVELOPMENT
simulation to demonstrate the model
better understanding of the psychology
of emotions. With more work, this project
could be useful to the video game
industry by breathing a little more life
into NPCs, giving them more realism and
meaningful interactions without the need
for scripted sequences.