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This paper discusses the use of BDI agents for the develop-ment of human-like synthetic characters. The folk psycho-logical roots of the paradigm map closely to the way people typically explain both their behaviour and that of others, and this greatly facilitates knowledge elicitation and repre-sentation. This is illustrated through some examples from a project in which models of expert players of Quake 2 were developed. The knowledge elicitation methodology that was used is explained, and samples of the code are presented, demonstrating the way in which a BDI-based agent pro-gramming language can clearly and succinctly capture indi-vidual differences. The example presented is of modelling expert players in an existing game, but the paper argues that the same techniques can be used to build a completely original character, using a role-player as the basis. Finally, some of the limitations of the BDI paradigm are examined, with a brief discussion of how they can be addressed, using the
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This paper discusses the use of BDI agents for the develop-ment of human-like synthetic characters. The folk psycho-logical roots of the paradigm map closely to the way people typically explain both their behaviour and that of others, and this greatly facilitates knowledge elicitation and repre-sentation. This is illustrated through some examples from a project in which models of expert players of Quake 2 were developed. The knowledge elicitation methodology that was used is explained, and samples of the code are presented, demonstrating the way in which a BDI-based agent pro-gramming language can clearly and succinctly capture indi-vidual differences. The example presented is of modelling expert players in an existing game, but the paper argues that the same techniques can be used to build a completely original character, using a role-player as the basis. Finally, some of the limitations of the BDI paradigm are examined, with a brief discussion of how they can be addressed, using the
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