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Representing Personality Traits as Conditionals
This paper compares two approaches to representing personality traits in synthetic agents. It proposes a set of goals that any computational implementation of personality should satisfy. It describes the personality trait system used in The Sims 3. Then an alternative system is described, in which traits are represented as conditionals relating world state to emotional state. It is shown that the conditionals model does a better job of satisfying the desiderata.
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