@inproceedings { rato19, abstract = {In recent years, game worlds are getting increasingly larger. With their expansion, the number of characters populating these virtual environments promotes a vast interaction space. To guarantee that interactions between characters do not compromise players' experience, they must exhibit coherent social behavior. Currently, game developers rely on scripted content to create the illusion of social behavior. However, we argue that a heavy authoring approach does not suit the generation of large populations of characters. In this work, we will use a computational model called Cognitive Social Frames to understand how players perceive and interpret the social dimensions of game characters' actions. In this document, we describe how we applied a socio-cognitive agent architecture to a population of game characters. Using a game-like environment, we intend to study what aspects of social behavior are perceived by players as relevant when generating societies in games. We elaborate on a proposal for a user study that will focus on the adjustment of characters' behavior based on their interpretation of the world and the coherence of their actions within groups of characters.}, address = {Barcelona, Spain}, booktitle = {Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts}, doi = {10.1145/3341215.3356303}, isbn = {9781450368711}, keywords = {Intelligent Virtual Agents;Computer Games;}, location = {Barcelona, Spain}, month = {October}, numpages = {6}, pages = {639–644}, publisher = {Association for Computing Machinery}, series = {CHI PLAY '19 Extended Abstracts}, title = {Societies in Games: How Do Players Perceive Groups of Game Characters?}, url = {https://doi.org/10.1145/3341215.3356303}, year = {2019}, author = {Diogo Rato and Samuel Mascarenhas and Rui Prada} }