Abstract

Emotions play an important role in everyday life when it comes to human communication. Forms of emotion such as pleasure, sadness, anger, fear, etc. have long been recognized and are important features of human behavior, but the application of emotions has not been commonly used in human and computer interactions. Because research about emotions is a complicated process because it can change dynamically. Therefore, research related to text-based emotions is made in the form of text which is relatively simple compared to other forms such as visuals or sounds and compared to images or views on the video. The game as entertainment media has developed rapidly along with technological developments. Artificial intelligence is one element that plays an important role in a game. For artificial intelligence, game elements can act as natural as possible as manifestations of human behavior. This study will be built in the implementation of artificial intelligence in games where one of the elements of the game, NPC (Non-Playable Character) will recognize the emotions of the Indonesian text while at the same time reacting to actions by emotional characters. The approach used in this study is to identify the text as a determinant of the emotional character in the text and fuzzy logic as a determinant of NPC actions according to the type of emotion.

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