Date of this Version
In the creation of synthetic computer characters, the creators shouldn't have to create or control every move of their life like human agents: for example, during the progress of a search or planning system, responding to knowledge based queries, or portraying autonomous agents during real-time virtual environment simulations. For these automated characters we must generate behavior on the basis of rules abstracted from the study of human behavior.
Cassell, J., Pelachaud, C., Badler, N. I., & Steedman, M. (1994). Automatically Generating Conversational Behaviors in Animated Agents. Retrieved from http://repository.upenn.edu/hms/57
Date Posted: 24 July 2007