Believable Bots Can Computers Play Like People? /

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...

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Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Hingston, Philip (Editor)
Format: Electronic eBook
Language:English
Published: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
Subjects:
Online Access:Full Text via HEAL-Link
Table of 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.