# Reinforcement Learning Methods for Emulating Personality in a Game Environment +
## 2 Literature Review
### Background
#### 2.1.2 Personality Traits  
In this study, we adopt the OCEAN Five personality trait model, an acronym representing openness, conscientiousness, extroversion, agreeableness, and neuroticism. This model, also known as the Five-Factor Model (FFM), is among the most extensively validated and widely utilized frameworks in personality psychology [12; 13]. These traits, which fall into one of two categories--positive or negative--have a big impact on how someone interacts with other people and reacts to different circumstances. * Openness: Shows imagination, interest, and a readiness to try new things. People with high levels of openness make excellent team players who welcome creative approaches to problem-solving. * Conscientiousness: Shows organization, focus, and dedication, all of which are necessary for reaching long-term objectives. Conscientious people are excellent at organized work and teamwork. * Extraversion: Characterizes assertiveness and sociability. Group dynamics are frequently led by extroverts, but introverts may be reluctant to express their opinions, which can affect team performance. * Agreeableness: Stands for empathy and collaboration. Through mutual respect and understanding, highly agreeable people promote smooth teamwork. * Neuroticism: Consists of emotional instability and stress vulnerability. High levels of neuroticism can make it more difficult to adjust and work well with others. A wide range of psychological concepts, such as temperament, affective disposition, and cognitive orientation, are included in personality assessments. The exact definition and list of personality traits are still up for debate among academics because of their multifaceted nature. Several scholars have responded by putting forth substitute models that build upon or alter the original OCEAN framework. For instance, the Five-Factor structure is expanded upon by the Psychopathic Personality Inventory (PPI) [14], which also introduces improvements in the conceptualization of specific subtraits. Furthermore, depending on the type and direction of their influence, particular behaviors may be linked to several personality traits. For example, impatience is usually considered to be a negative quality in people who have low agreeableness or conscientiousness scores [15]. Similarly, people with high levels of extroversion and conscientiousness are frequently seen to have leadership tendencies [16]. The intricate and interconnected character of personality-driven behaviors is highlighted by this multifaceted mapping. The OCEAN model is used in this work because of its broad applicability across disciplines, theoretical stability, and substantial empirical validation. OCEAN, one of the most widely used frameworks in personality psychology [17], provides a solid and thorough basis for simulating individual differences. Its characteristics have proven useful in a variety of settings, from computational modeling to behavioral analysis, which makes it especially well-suited for incorporating personality aspects into adaptive systems and agent-based simulations. In order to define agent behaviors and reward structures we used the High-Density Autonomous Crowds (HiDAC) simulation system [18] as the foundational environment. Our goals are well served by HiDAC, a high-fidelity crowd simulation framework made to simulate pathfinding and behavioral dynamics in crowded environments like museums. According to the personality trait that they are supposed to imitate, the agents in our framework are rewarded at the end of each simulation episode. The agent's performance is guaranteed to reflect the anticipated trait-driven behaviors since the reward assignment is in line with the behavioral patterns specified by HiDAC. Through the mapping of behavior informed by personality to quantitative feedback signals, this method facilitates trait-specific reinforcement learning.