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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Hingston, Philip (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • 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.