000 03959nam a22004815i 4500
001 978-3-642-32323-2
003 DE-He213
005 20140220083324.0
007 cr nn 008mamaa
008 121026s2012 gw | s |||| 0|eng d
020 _a9783642323232
_9978-3-642-32323-2
024 7 _a10.1007/978-3-642-32323-2
_2doi
050 4 _aQ334-342
050 4 _aTJ210.2-211.495
072 7 _aUYQ
_2bicssc
072 7 _aTJFM1
_2bicssc
072 7 _aCOM004000
_2bisacsh
082 0 4 _a006.3
_223
100 1 _aHingston, Philip.
_eeditor.
245 1 0 _aBelievable Bots
_h[electronic resource] :
_bCan Computers Play Like People? /
_cedited by Philip Hingston.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2012.
300 _aX, 318 p. 105 illus., 52 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aChap. 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 _aWe 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 _aComputer science.
650 0 _aArtificial intelligence.
650 0 _aEngineering.
650 0 _aConsciousness.
650 1 4 _aComputer Science.
650 2 4 _aArtificial Intelligence (incl. Robotics).
650 2 4 _aComputational Intelligence.
650 2 4 _aPersonality and Social Psychology.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642323225
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-32323-2
912 _aZDB-2-SCS
999 _c103478
_d103478