
doi: 10.1007/11789239_50
This paper describes the design and implementation of a module of emotions and personality for synthetic actors. Here are presented the results of previous researches, which were the basis of this project. With this information, a model for emotion generation using personality traits was designed in three stages, and implemented using fuzzy logic, FSMs, and probability theory. Finally, the functionalities of the module were shown using a demo version implemented with the videogame engine Unreal® 2 Runtime
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