Online Alchemy's Dynemotion&trade People Engine&trade technology enables the fast and easy creation of a wide variety of autonomous agents in a simulation program. These agents may be as simple or detailed as desired by the simulation programmer, and are provided with attributes and behaviors that make for highly believable interactions between agents and between agents and human-driven avatars. Dynemotion is a C++ linkable library that can be easily integrated with most simulations.


Each Dynemotion agent has his or her own personality, motivational set, emotions, memories, relationships, perceptions, and behaviors. The default personality model is based on the Five Factor model, though this may be easily replaced or extended by the user for some or all agent types by the use of the brain creation tool. The agents' default motivational set is derived from behavioral and neuroscience research, and, like the personalities, may be changed or extended to create agents with more nuanced motivations and responses. Each agent also has a wide variety of emotional responses that affect their interactions, behaviors, memories, and relationships.

Agents in Dynemotion learn from not only their own experiences, but from what they see and are told by other agents. Each maintains a set of emotionally based associations and memories with people, events, and things in their world derived from their experiences, and build relationships and opinions on that basis. Finally, these agents are able to act in the world by executing scripted modular behaviors written in Python. They select their goals and actions based on their current motivations, prior experience, and emotional attachments. The set of behaviors available to the agents is determined by the programmer, and agents can learn new behaviors within the simulation. When linked into a simulation, Dynemotion functions by enabling each agent to think, act, and learn. Dynemotion also includes fast changes in each agent's displayed disposition and facial expressions.

Dynemotion is not state-based or built on any traditional AI architecture. It has elements of a beliefs-desires-intentions (BDI) architecture and other layered architectures. Neural nets, self-organizing maps, and genetic algorithms are not explicitly used in Dynemotion, but it incorporates elements from each. Dynemotion also relies on software implementations of psychological and neuroscience models. It uses those such as the Five Factor model of personality and derives from some elements of cognitive, Maslovian, and even post-Freudian psychology. Its internal emotional model is unique, allowing for multiple (often conflicting) emotions within the agent at any time, nuanced affect, and both emotional and propositional reasoning.

The Dynemotion technology is ideally suited for online games requiring believable non-player characters, for military and other training purposes, and for any other situation in which an individual or crowd of highly believable avatars is desired. This technology is being developed in concert with the Defense Advanced Research Projects Agency (DARPA) as part of their mandate to develop believable character AI.


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