SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 76

Jake Klinkert Software Development « Artificial Psychosocial Framework for Affective Non-Player Characters My thesis focuses on the creation of a human. However, programmers create computing. This type of computing research provides programmers tools to human-like characters using affective involves designing algorithms in computer sciences that are based on concepts from psychology. Affective Non-Player represent NPCs with a set of affective responses. Characters (ANPC) have the same I researched this topic for six months but ANPCs can simulate the process of that is integrated into the Unreal Engine. functions as Non-Player Characters (NPC), generating emotions like humans. ANPCs are socially aware of other ANPCs, have intrinsic motivations, and can empathize with the player. This research intrigued me because I specialize in Artificial Intelligence (AI) and have an interest in Psychology. Games and created a library in three months From this project, I had a crash course in affective computing, learned the process of modelers creating a cognitive system, and was able to connect a static library to an API. This changes the perspective of AI design from solving a problem from strict logic, to utilizing reaction and reason. like Left 4 Dead and This War of Mine Developing with ANPCs can lead to games, at their core, combine elements of environments, managing ANPCs through have had a lasting impact on me. These psychology and AI to influence gameplay. When developing a game, designers may wish to personify NPCs to react more like 76 NPC behavior based solely on logic. This SOFTWARE DEVELOPMENT procedurally populating entities in a traumatic event, choosing non-violent actions for exciting scenarios, animating facial micro-expression, and producing emotional prosody.