Authoring Tool

12 – Web API

FAtiMA Toolkit’s Web API Please note that this feature is still in active development, methods and functions described here are subject to changes and, consequently, content written in this post might become deprecated in the future. Despite this, we consider this feature to be of extreme value and because we Read more…

By Manuel Guimarães, ago
Authoring Tool

11 – Meta Beliefs

Meta-Beliefs Question: What if we want more complex action conditions instead of only testing KB beliefs? Let’s say we want an action that is only performed after an specific event has happened, or what if we want a condition where we need an average value, or where we want the Read more…

Authoring Tool

10 – World Model

World Model To help the authoring process, the author is capable of defining what are the  consequences of an agent performing a specific action in the World Model. It is important to note that the effects of actions might be programmed directly in the game itself and communicated to the Read more…

Authoring Tool

9 – Dialogue Manager

Dialogue Manager Dialogue trees are still the most familiar solution for game developers. A dialog tree is a tree of possible choices for the player to make in conversation with an NPC. This is an extremely popular method for NPC-player interaction, allowing the player to make choices (or at least the illusion Read more…

Authoring Tool

5 – Emotional Appraisal

Emotional Appraisal Emotions in FAtiMA are based on the OCC theory of emotions: Cognitive theory of emotions : Emotions develop as a consequence of certain cognitions and interpretations Emotions represent valenced (good or bad) reactions to events/perceptions of the world OCC defines a set of appraisal variables: Main variables used to determine the type and intensity of emotions generated Read more…

Authoring Tool

4 – Internal Structures

Internal Structures : Emotional State, Knowledge Base and Autobiographic Memory Just as the Emotional State leads with what emotional state the agent starts with these components deal with the Memory of the agent at the start of the scenario. Knowledge Base:  Stores the agent’s beliefs about the environment Properties of Read more…

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