The invention discloses an artificial emotion driving method of an intelligent non-player character in an interactive game, and relates to an
automatic control technology of a virtual character in the interactive game. The artificial emotion driving method comprises the following steps: starting a repository, loading an initial
behavior rule, and initializing an artificial emotion
system parameter; operating a multi-agent, and connecting with the repository to enter a
wait state; loading a world interface, connecting one end to a
game server, and connecting the other end to the multi-agent; causing the multi-agent to enter a major cycle to begin to work; independently carrying out concurrent
processing to virtual environment information perceived by the non-player character; updating the built-in requirement level, the corresponding motivation intensity and the
system parameter of a virtual character; calculating the artificial emotion intensity of the virtual character, and selecting current major emotion; selecting a current leading motif, generating an action strategy under the guide of the artificial emotion, and finally, causing the action to be acted in a
virtual game environment through the world interface; forwarding state information which indicates that a
game player exits the game through the world interface; and writing relevant state information into a global repository by the multi-agent, closing the repository, and exiting the interface.