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Emotional Steering Behaviors

Ben Van Treese edited this page Oct 6, 2015 · 2 revisions
  • Research
    • Think of emotions as an n-dimensional space.
    • Build steering behaviors to move around the n-dimensional space, these won't return the force to move, instead it will return the desired velocity through emotional space.
    • Build basic force generators / an interface for a behavior / state tree that can have the side effect of moving the character through emotional space.
    • If an agent has a list of force generators, it could get the estimated force from the generators to sum / estimate the generators it should use to achieve the desired velocity.
    • The force generators could be goal states in a planning system, allowing the planning system to find the correct path through a graph of pre-reqs etc to get to the goal state / force generator. Of course, some of the subgoals could be generators as well that would need to be applied as the agent traverses the graph.
  • Implementation
    • Build a system that can allow an n-dimensional vector space.
    • A behavior chain type system.
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