ABSTRACT

Personality in virtual agents can be expressed in many ways: through language or non-verbal behavior, such as facial expressions. The virtual environment contains information that is generated while the agent explores the environment or represents facts known by all agents. According to the Fuzzy Logic Adaptive Model of Emotions model, the agents that inhabit a virtual environment receive information from the events that occur in the environment through the agent’s perceptions, which are then sent to their emotional component. Application events can be produced in two ways, using behavioral scripts in objects and characters of the virtual environment, when an action is performed on an object of the environment or during the interaction with another character. The objectives of each agent do not belong to the environment information, which is shared between all the agents but depends on each one to manage their own objectives.