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In human-level simulations, like video games can be, the design of character's behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism. Applying the separation of declarative and procedural aspects, the principle is to provide every character with the same procedural mechanisms: the planner and the action selection mechanism. Declarative knowledge is then used at the agent level to individualize the behavior. The contribution of this paper consists in a motivation-based action selection mechanism that allows individualization in behavior. The modularity provided by the motivations enables a large variety of behaviors for which the designer has to choose parameters. If the simulation of characters are our first motivation, the principles involved in the proposed motivation-based action mechanism are general enough to be used in other contexts.
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