The Resource Believable Bots : Can Computers Play Like People?, (electronic resource)

Believable Bots : Can Computers Play Like People?, (electronic resource)

Label
Believable Bots : Can Computers Play Like People?
Title
Believable Bots
Title remainder
Can Computers Play Like People?
Creator
Contributor
Provider
Subject
Genre
Language
eng
Summary
We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games
Cataloging source
MHW
http://library.link/vocab/creatorName
Hingston, Philip
Image bit depth
0
LC call number
Q335
LC item number
.B45 2012
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/relatedWorkOrContributorName
SpringerLink
http://library.link/vocab/subjectName
  • Artificial intelligence
  • Games
  • Play
  • Autonomous robots
  • COMPUTERS
  • COMPUTERS
  • Informatique
Label
Believable Bots : Can Computers Play Like People?, (electronic resource)
Instantiates
Publication
Note
Description based upon print version of record
Antecedent source
mixed
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
not applicable
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
Chap. 1 Rethinking the Human-Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Have? -- Chap. 2 Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining -- Chap. 3 Actor Bots -- Chap. 4 Embodied Conversational Agent Avatars in Virtual Worlds -- Chap. 5 Human-Like Combat Behaviour via Multiobjective Neuroevolution -- Chap. 6 Believable Bot Navigation via Playback of Human Traces -- Chap. 7 A Machine Consciousness Approach to the Design of Human-Like Bots -- Chap. 8 ConsScale FPS: Cognitive Integration for Improved Believability in Computer Game Bots -- Chap. 9 Assessing Believability -- Chap. 10 Making Diplomacy Bots Individual -- Chap. 11 Towards Imitation of Human Driving Style in Car Racing Games
Dimensions
unknown
Extent
1 online resource (323 p.)
File format
multiple file formats
Form of item
electronic
Isbn
9783642323232
Level of compression
uncompressed
Media category
computer
Media MARC source
rdamedia
Media type code
c
Quality assurance targets
absent
Reformatting quality
access
Specific material designation
remote
System control number
  • (OCoLC)823386589
  • (OCoLC)ocn823386589
Label
Believable Bots : Can Computers Play Like People?, (electronic resource)
Publication
Note
Description based upon print version of record
Antecedent source
mixed
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
not applicable
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
Chap. 1 Rethinking the Human-Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Have? -- Chap. 2 Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining -- Chap. 3 Actor Bots -- Chap. 4 Embodied Conversational Agent Avatars in Virtual Worlds -- Chap. 5 Human-Like Combat Behaviour via Multiobjective Neuroevolution -- Chap. 6 Believable Bot Navigation via Playback of Human Traces -- Chap. 7 A Machine Consciousness Approach to the Design of Human-Like Bots -- Chap. 8 ConsScale FPS: Cognitive Integration for Improved Believability in Computer Game Bots -- Chap. 9 Assessing Believability -- Chap. 10 Making Diplomacy Bots Individual -- Chap. 11 Towards Imitation of Human Driving Style in Car Racing Games
Dimensions
unknown
Extent
1 online resource (323 p.)
File format
multiple file formats
Form of item
electronic
Isbn
9783642323232
Level of compression
uncompressed
Media category
computer
Media MARC source
rdamedia
Media type code
c
Quality assurance targets
absent
Reformatting quality
access
Specific material designation
remote
System control number
  • (OCoLC)823386589
  • (OCoLC)ocn823386589

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