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Cultural simulation model for modeling of agent behavioral expression and simulation data visualization methods

  • US 7,263,474 B2
  • Filed: 01/28/2004
  • Issued: 08/28/2007
  • Est. Priority Date: 01/29/2003
  • Status: Active Grant
First Claim
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1. A computer simulation method for determining when an element or series of elements in real-world input data corresponds to a high probability of response of a computerized agent modeled with behavioral expressions corresponding to an agent “

  • personality type”

    or “

    point-or-view”

    , comprising;

    (a) modeling a computerized agent'"'"'s behavioral expression from a plurality of behavioral state variables, each of which is rated on a scale of probability of expression for the “

    personality type”

    or “

    point of view”

    represented by the agent, and each of which is linked in dependency to one or more of the other behavioral state variables, and wherein the probability of expression for each behavioral state variable is rated for an element or series of elements expected to be found in real-world input data in a computer simulation using said method, whereby a traversal through linked behavioral state variables of the computerized agent in response to an element or series of elements in the real-world input data can be monitored from an input linkage stage to a terminating linkage stage in terms of order of linked behavioral state variables traversed and probability rating for the element or series of elements for each of the behavioral state variables traversed;

    (b) running a computer simulation in which one or more agents having respectively modeled behavioral expressions are selected to interact with a selected sources of real-world input data;

    (c) monitoring the interaction of an agent in the computer simulation with the selected sources of real-world input data, in terms of the order and ratings for the linked behavioral state variables traversed for respective elements or series of elements in the real-world input data; and

    (d) displaying the order of traversals and ratings for linked behavioral state variables in a simulation output in a visual form depicting the interaction of the agent in the computer simulation with the selected source of real-world input data so that a high probability of response of the “

    personality type”

    or “

    point-or-view”

    represented by the computerized agent can be identified for a specific element or series of elements in the real-world input data.

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