jadex/jbdiemo emotional agents in games with purpose - sne
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S N E T E C H N I C A L N O T E
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Jadex/JBdiEmo Emotional Agents in Games with Purpose: a Feasibility Demonstration
Štefan Kore ko*, Branislav Sobota, Peter Zemianek
Department of Computers and Informatics, Faculty of Electrical Engineering and Informatics, Technical University of Košice, Letná 9, Košice, Slovakia; *[email protected]
Abstract. The jMonkeyEngine 3D game engine, com-bined with Jadex agent system and JBdiEmo emotional extension may offer a suitable toolset for effective crea-tion of feature-rich virtual environments, provided that an appropriate interface, allowing to use the full poten-tial of all included components, exists. Then, such envi-ronments may profit from the jMonkeyEngine ability to model and simulate the physical world and capability of Jadex and JBdiEmo to express both rational and emo-tional aspects of characters inhabiting it. One of the meaningful ways of utilization of such environments is to use them as virtual testing grounds for software control-lers of various devices, embedded to them. To involve real humans in the testing, they may have a form of a game, where the testing occurs during an interaction between the devices and players. In this paper we pre-sent both the interface and the embedding on an emer-gency simulation game called JFireEmSim2. The primary goal of the player in the game is to rescue a family from a house under fire and the controller embedded into it is of a simple autonomous cleaning robot. The paper de-scribes the architecture of the game, focusing on the interface, implementation of characters as Jadex and JBdiEmo agents and embedding of the controller. It also discusses suitability of the components for the given task.
Introduction
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1 The Platform
1.1 Jadex
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T N 1.2 JBdiEmo
Figure 1: OCC to BDI mapping as implemented in JBdiEmo.
1.3 jMonkeyEngine
1.4 Jadex 3D visualization interface
2 JFireEmSim2 Game
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2.1 Game core
App
SimpleApplication
App
main SimpleAppli-
cation simpleInitApp sim-
pleUpdate
bulletAppState
fire firePositions fireNodes
hudControl
App
start
Play-
er
Character
act
2.2 Jadex/jME interface Communica-
tor AgentControl
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Figure 2: JFireEmSim2 screenshot.
Communicator
agents
AgentControl
Communicator
AgentControl
getBoolean getInt getFloat
agent Char-
acter
shared UpdatePlan
shared
AgentControl
Communicator UpdatePlan
AgentControl
2.3 NPCs behavior
<<ADF>>
shared Marrie Joe
Jane John fami-
ly_saved John Joe Jane
child_saved
reproached Joe jane_saved
Jane joe_saved
WanderPlan
run_from_fire RunFrom-
FirePlan
fear
run_from_fire cry
CryPlan
RunFromFirePlan disap-
proving wander
0.7 GiveUpPlan
stay_calm
StayCalmPlan
fol-
low_player FollowPlan
re-
ject_follow RejectPlan
3 Controller in Game
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Figure 3: UML class diagram showing essential part of the JFireEmSim2 game structure.
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Figure 4: Cleaning bot sensors arrangement.
nne ene ese sse ssw
wsw wnw nnw nne
0
2700 ene
2700` 5400`
maxMsrblDst
up-
dateAndEvaluate
nne
nnw
•••
p2gAngleInMin
p2gDst
botOn
botCleaning
angleInMin dst
safeDstCl safeDstMov
3.1 Jadex/JBdiEmo/jME as simulation platform
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Figure 5: Cleaning bot interface.
3.2 Simulation vs. GwP
safeDstCl safeDstMov
3.3 Cleaning bot in JFireEmSim2
Figure 6: The second fireman representing the robot ap-proaching the fire sites, i.e. places to clean.
CBotController
CBotControllerCore ProximSensors
updateAndEvaluate
CBotController
Robot
Character
updateAndEvaluate
updateAndEvaluate
RelativePosition
4 Related Work
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5 Conclusion
References The B-Book: Assigning Programs to Mean-
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ICRA
Australasian Conference on Robotics and Automation
14th International Conference of the International Building Performance Simulation As-sociation
Nat Struct Mol Biol
14th IEEE International Symposium on Computational Intelligence and Informat-ics
12th International Symposium on Applied Machine In-telligence and Informatics
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15th IEEE International Symposium on Computational Intelligence and Informatics
9th Int. Conf. Foundations of Digital Games
IEEE Trans. on Computational Intell. and AI in Games
The cognitive structure of emotions
Proc. of the 4th Workshop on Emotion and Computing - Current Re-search and Future Impact
OCEANS 14 MTS/IEEE