Abstract
The aim of this work is to provide a new approach on the study of identity applied to agents, taking in consideration the strengths, reviewing some weaknesses of other novel approaches, and congregating the existing models into a robust model, with the intent of using it in (but not limited to) virtual simulations of social interactions, for example, serious games. We will develop a model for identity, based upon several aspects that constitute identity described in related investigations. The idea is to integrate this model, called IDeA Model, into an architecture of a society of agents, enabling the agents to handle and comprehend identity, providing context for the behaviour of each agent. It is our belief that games which feature social interactions such as conversations, like role-playing games or simulation games, would benefit from our model to increase the idiosyncrasy of characters. Our research focuses on the dynamism of identity through the evaluation of social contexts and how an agent can use identity processes as a tool for behaviour filtering. The agent’s active identity is dependent on the agent’s resources and goals, its known social categories and the context features in which it finds itself in. It is our intention for this model to be used in serious games of Project RAGE and, as such, the agent’s believability in its behaviour is also part of the focus of this research.