More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this paper, we describe FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, FAtiMA Toolkit's library based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.
翻译:“Wearnot!”是一个旨在帮助儿童通过发挥虚拟角色的角色扮演角色来对付欺凌的应用程序,开发这个应用程序已有十多年了。这个应用程序还导致创建了FatiMA,这是创建自主字符的感官代理结构,可以引起共鸣响应。在本文中,我们描述了FatiMA工具包,这是一套开放源工具,旨在帮助研究人员、游戏开发者和机器人学家在工作中纳入情感和决策的计算模型。开发该工具包的目的是让FatiMA更容易进入不同的项目,更容易融入不同的项目,并且更灵活地发挥其人剂互动能力,其依据是多年来在不同虚拟环境和人类机器人互动情景中积累的经验。结果,这项工作对基于代理的架构领域作出了若干不同的贡献。更确切地说,FatiMA工具包的图书馆设计使开发者能够方便地将它与其他框架整合,其元认知模型为不同的内部智能和感官提供不同的理解模型,其清晰的对话结构甚至在高度复杂的情景中也使作者得以控制。成功使用Fattima 工具箱和描述的各种案例。