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Just like traditional AI applications, game AI mainly§focuses §on rational inference. But in the real world, human§decision making §is not only involving rationality, but also sense. In§this book, we §propose an architecture for the bot designers to§include affective §computing in a game bot by attributing emotions to§the bot. The §architecture is based upon a variety of theories,§including the §famous OCC model. It treats Joy, Fear, Anger,§Disgust, and Distress §as five basic emotions. It uses three emotional§variables, namely, §Desirability of an event, Blameworthiness or§Praiseworthiness of an §action, and Appealingness of an object, to evaluate§how a specific §emotion is affected by the environment. In addition§to an ordinary §Rational Action Engine, which controls the rational§behavior of a §bot, we add an Emotional Action Engine in the§architecture to make §the emotional behavior possible. An Action Arbitrator§is equipped to §decide, given a specific time and space, whether a§bot should follow §the rational or emotional inference. The arbitrator§simulates how §humans solve the conflicts between reason and emotion.
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