ArticleJournal of healthcare engineering2022
Improving the Survival Time of Multiagents in Social Dilemmas through Neurotransmitter-Based Deep Q-Learning Model of Emotions.
Article in Journal of healthcare engineering, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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3 citing papers in PubMed.
- [MiR-124 ameliorates MK-801-induced anxiety-like behaviors in mice by promoting hippocampal neural stem cell proliferation and differentiation].Nan fang yi ke da xue xue bao = Journal of Southern Medical University · 2026Article
- Analysing public goods games using reinforcement learning: effect of increasing group size on cooperation.Royal Society open science · 2024Article
- Barnacles Mating Optimizer with Deep Transfer Learning Enabled Biomedical Malaria Parasite Detection and Classification.Computational intelligence and neuroscience · 2022Article
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9 authors.
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Abstract
In multiagent systems, social dilemmas often arise whenever there is a competition over the limited resources. The major challenge is to establish cooperation among intelligent virtual agents for solving the situations of social dilemmas. In humans, personality and emotions are the primary factors that lead them toward a cooperative environment. To make agents cooperate, they have to become more like humans, that is, believable. Therefore, we hypothesize that emotions according to the personality give birth to believability, and if believability is introduced into agents through emotions, it improves their survival rate in social dilemma situations. The existing researches have introduced different computational models to introduce emotions in virtual agents, but they lack emotions through neurotransmitters. We have proposed a neurotransmitters-based deep Q-learning computational model in multiagents that is a suitable choice for emotion modeling and, hence, believability. The proposed model regulates the agents' emotions by controlling the virtual neurotransmitters (dopamine and oxytocin) according to the agent's personality. The personality of the agent is introduced using OCEAN model. To evaluate the proposed system, we simulated a survival scenario with limited food resources in different experiments. These experiments vary the number of selfish agents (higher neuroticism personality trait) and the selfless agents (higher agreeableness personality trait). Experimental results show that by adding the selfless agents in the scenario, the agents develop cooperation, and their collective survival time increases. Thus, to resolve the social dilemma problems in virtual agents, we can make agents believable through the proposed neurotransmitter-based emotional model. This proposed work may help in developing nonplayer characters (NPCs) in games.
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