Believable Bots (Record no. 103478)

000 -LEADER
fixed length control field 03959nam a22004815i 4500
001 - CONTROL NUMBER
control field 978-3-642-32323-2
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140220083324.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 121026s2012 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9783642323232
-- 978-3-642-32323-2
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-3-642-32323-2
Source of number or code doi
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number Q334-342
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number TJ210.2-211.495
072 #7 - SUBJECT CATEGORY CODE
Subject category code UYQ
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code TJFM1
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code COM004000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.3
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Hingston, Philip.
Relator term editor.
245 10 - TITLE STATEMENT
Title Believable Bots
Medium [electronic resource] :
Remainder of title Can Computers Play Like People? /
Statement of responsibility, etc edited by Philip Hingston.
264 #1 -
-- Berlin, Heidelberg :
-- Springer Berlin Heidelberg :
-- Imprint: Springer,
-- 2012.
300 ## - PHYSICAL DESCRIPTION
Extent X, 318 p. 105 illus., 52 illus. in color.
Other physical details online resource.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 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.
520 ## - SUMMARY, ETC.
Summary, etc 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.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer science.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Artificial intelligence.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Engineering.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Consciousness.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer Science.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Artificial Intelligence (incl. Robotics).
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Personality and Social Psychology.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9783642323225
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-3-642-32323-2
912 ## -
-- ZDB-2-SCS

No items available.

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