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研究生(外文):Lin, I-Hsiang
論文名稱(外文):Using the dialogues of in-game characters to simulate the emotions of non-player characters
指導教授(外文):Sun, Chuen-Tsai
口試委員(外文):Chen, I-PingYuan, Shyan-MingSun, Chuen-Tsai
外文關鍵詞:Non-Player CharacterSentiment AnalysisMachine LearningRandom ForestEmotion Simulation
  • 被引用被引用:0
  • 點閱點閱:29
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  • 下載下載:5
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Serving as independent characters in games, non-player characters (NPCs) provide various functions to assist in constructing the game environment. However, in most cases, the behavior of NPCs is fixed and predictable, resulting in robotic responses to player actions. To improve NPC performance and bring diversity to gameplay, simulating the emotion of NPCs is one of the proposed methods. Previous researches have introduced multiple models, however, there are variations in the psychological models used as the foundation for each study, as well as differences in the details of model construction. As a result, this study proposes a machine learning-based modeling method with the aim of achieving a similar effect to a certain degree while reducing the complexity of the model construction process. This study utilizes dialogues between game characters as the source of data, which is one of the most commonly used forms of emotional expression in games. A major NPC in the game “The Witcher 3” is selected as the research subject. By analyzing its dialogues, the emotional information contained in the dialogues constructs the dataset, and random forest is applied to train the emotion simulation model. We explained the advantages and limitations of using character dialogues to construct a dataset and the suitability of random forest for this task through examples. The experimental results reveal that random forest is capable of modeling, but the construction of the dataset requires more precise methods or the inclusion of additional features to capture the unique characteristics of the research subject NPC.
摘要 i
Abstract ii
圖目錄 v
表目錄 vi
一、緒論 1
1.1 研究動機 1
1.2 研究背景 2
1.2.1 NPC的功能 2
1.2.2 NPC與電子遊戲種類 3
1.2.3遊戲中的情感 6
1.3 研究目的 7
1.4 研究重要性 8
二、 文獻探討 9
2.1 情感模擬 9
2.1.1 情感理論 9
2.1.1 情感模擬之相關研究 10
2.2 文本情感分析 11
2.3 監督式學習 13
三、研究方法 15
3.1 研究架構 15
3.2 研究工具 17
3.3 實驗資料集 18
3.4 研究流程 19
3.4.1 資料集製作 20
3.4.2 模型訓練 22
3.4.3 結果評估 23
四、研究結果 24
4.1 情感分類 24
4.2 情感強度 27
4.3 模型效果 29
4.4 實驗結果分析與討論 32
五、結論與建議 34
5.1 研究發現 34
5.2 研究結論 35
5.3 研究限制和未來方向 35
參考文獻 37
附錄1: 資料集全 39
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