About Me
I'm a student at the Federal University of Viçosa AI master's program as Lucas' student.
My current interest is in conditioned audio generation.
Experiences
(2024.2)
Paper accepted at the LAMIR 2024 workshop.
(2022.2 - 2023.2) Applying the Soar Cognitive Architecture in a Unity game
I'm sure that simulating emotions is important for creating realistic Virtual Humans - a field of study I was interested in. After reading some of The Cognitive Structure of Emotions - also known by computer scientists as the OCC model -, I had contact with the EMA model of emotions and discovered it was implemented in the Soar Cognitive Architecture.
This project aimed to implement a Soar agent that could survive by itself in a Stardew Valley-like game. The motive at first was learning how to create an intelligent agent capable of switching between many different tasks according to the current context, and later, to implement a model of emotion inspired by EMA, to make the agent's decisions more human-like. This project was also a Scientific Initiation I proposed and my Graduation Thesis.
Game Dev Video: The player can plant, water, grow and harvest a potato-like plant. It also has food and life bars, and can eat the potato. If hungry, he will lose life points. If he eats the potato and recovers food points, life will also get recovered.
Soar Agent Video: The integration Soar/Unity is working not only in the sense that the Soar's C++ code is working inside Unity (C#), but also the life cycles of both tools are well integrated.
The agent gets items on the map inserted into its working memory. It detects the seeds and sends a command to move into their position. After food goes below 100% it starts the plant routine, digging the soil for the seeds it has, planting, and watering then for 3 days. It will collect the potatoes, and eat, then after food get below the food recovery the potatoes provide.