000 03649nam a2200373 i 4500
003 OSt
008 121026s2012 gw | s |||| 0|eng d
020 _a9783642323232
_9978-3-642-32323-2
040 _aUCA
_cUCA
080 _a681.5
100 1 _aHingston, Philip.
245 1 0 _aBelievable Bots
_h[Recurso electrónico] :
_bCan Computers Play Like People? /
_cedited by Philip Hingston.
260 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2012.
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.
506 _aRestringido a usuarios de la UCA
538 _aModo de acceso: World Wide Web
650 0 4 _aInteligencia artificial
_94772
650 0 _aComputer science.
650 0 _aArtificial intelligence.
650 0 _aEngineering.
650 0 _aConsciousness.
650 0 _aComputer Science.
650 0 _aArtificial Intelligence (incl. Robotics).
650 0 _aComputational Intelligence.
650 0 _aPersonality and Social Psychology.
740 0 _aSpringerLink e-Books (Servicio en línea)
740 0 _aSpringer e-books (Servicio en línea)
776 0 8 _iPrinted edition:
_z9783642323225
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-32323-2
_zTexto completo
909 _binter
_c-
942 _n0
998 _b0
_c130306
_de
_ey
_f-
_g0
999 _c889996
_d889996