FAtiMA (F earnot A ffecTI ve M ind A rchitecture) is an Agent Architecture with planning capabilities designed to use emotions and personality to influence the agent’s behaviour. An agent is a character found within TRAVELLER. During the last years, the architecture was used in several scenarios (such as FearNot!, ORIENT, and a process Model of Empathy) and by different research institutions, which led to the architecture being extended with several new features and functionalities (e.g. Cultural Behaviour and Drives).

Our main goal was to create an agent architecture that is capable of manifesting existing cultural differences in the way agents behave, feel and reason. Such an architecture should reflect the requirements established previously, and address some of the issues that we consider important for the concrete instantiation in the two game scenarios we developed.