Abstract

Considering the virtual characters in the virtual environment are generally inflexible, devoid of personality and emotion, this paper takes full account of the impact of personality on behavior, and points out a "plan-TO-action" converter based on Gaussian probability distribution function and the FSM (Finite State Machine). The work of converter is to evaluate some parameters, such as time and place in the planning process, combined with the personality of the virtual character, producing the final action. The converter is applied in a prototype system for digital home.

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