Behavioral modelling is an important part of NPC development for games. Should emotive modelling be part of that development?
At the moment emotive modeling is still in an experimental stage and I think that it can be improved with time because at the moment some games use it to communicate emotions to the user, but the emotive modelling isn’t perfect yet, in games such as undertale the characters seem to have emotions that change due to your actions, for instance killing one of characters brother leads them to try and kill you near the end of the game making it a lot harder to complete the game this makes the player aware that they have made the NPC annoyed and that they are trying to avenge their brother which is pretty human like.
Consider your favorite video game. If it contains AI controlled agents how individualistic are they and there behaviors, and, how might you set about improving them?
GTA V will be my example for this and I believe that they NPC’s react in different ways in different situations, for instance the public will run away if you pull out a gun where as people in cars will drive away or may try and run you over, in the same instance police officers will start to shoot at you, another example would be that if you try to steal from a shop in GTA V some of the shop keepers will actually pull out guns others will give you the money I find that interesting, essentially each NPC has there own reaction in different scenarios depending on who they are this makes the game quite realistic and the NPC’s very individualistic, There aren’t many things to improve with the GTA V AI although sometimes the reactions of citizens makes no sense, for instance sometimes you will fire a gun and people will run towards you instead of running away which makes no sense.