Social Importance Dynamics
- Creator: Samuel Mascarenhas email
- Publisher: Rage project
- Owner: GAIPS, INESC-ID email
This asset facilitates the creation of intelligent characters that behave in accordance to a set of established socio-cultural rules of behaviour.
This asset is designed to facilitate the creation of intelligent characters that behave appropriately according to configurable socio-cultural rules of behaviour. It minimizes the effort of adding social conventions to an existing scenario and has characters acting in accordance to them. You will have the power to make characters automatically detect and respond negatively to the player whenever he or she behaves inappropriately.
The configuration of the asset entails the definition of SI Attribution rules. These are logical rules that determine how much social importance is gained/lost by different factors. Then as input, the asset must receive a knowledge base with a set of logical beliefs. These beliefs are then used to determine which SI Attribution rules become active. The output of the asset is the set of SI values that characterize the existing relational standing between the characters and the player. These values can be accessed through the use of a dynamic property named SI(<agentName>) = <value>".
English
Unity
Windows
C#
1.4
Second Release
Completed
https://github.com/GAIPS-INESC-ID/FAtiMA-Toolkit/tree/master/Assets/SocialImportance
Apache 2.0 (Apache License 2.0)
https://github.com/GAIPS-INESC-ID/FAtiMA-Toolkit/blob/master/License.txt