Believable Bots: Can Computers Play Like People? by Astrid Weiss, Manfred Tscheligi (auth.), Philip Hingston

By Astrid Weiss, Manfred Tscheligi (auth.), Philip Hingston (eds.)

We proportion our glossy international with bots – chatbots to communicate with, roombots to scrub our homes, spambots to fill our email inboxes, and medibots to aid our surgeons. This publication is ready desktop video game bots, digital partners who accompany us in digital worlds or sharpen our struggling with abilities. those bots needs to be plausible, that's human gamers may still think they're interacting with entities working at a human point – bots are extra enjoyable in the event that they behave like we do. This ebook exhibits tips on how to create plausible bots that play machine video games, and it discusses the consequences of creating them seem human.

The chapters during this e-book current the state-of-the-art in examine on and improvement of video game bots, and so they glance past the layout elements to deal with deep questions: Is a bot that performs like anyone clever? Does it have feelings? Is it wide awake? the subject is inherently interdisciplinary, and the paintings attracts from learn and perform in lots of fields, equivalent to layout, creativity, leisure, and photographs; studying, psychology, and sociology; man made intelligence, embodiment, brokers, computing device studying, robotics, human–computer interplay, and synthetic existence; cognition and neuroscience; and evolutionary computing. The contributing authors are one of the major researchers and builders during this box, and many of the examples and case reports contain research of business products.

The e-book could be of price to graduate scholars and educational researchers in man made intelligence, and to engineers charged with the layout of pleasing games.

Show description

Read Online or Download Believable Bots: Can Computers Play Like People? PDF

Best computers books

Progress in Artificial Intelligence: 13th Portuguese Conference on Aritficial Intelligence, EPIA 2007, Workshops: GAIW, AIASTS, ALEA, AMITA, BAOSW, BI, CMBSB, IROBOT, MASTA, STCS, and TEMA, Guimarães, Portugal, December 3-7, 2007. Proceedings

This publication constitutes the refereed complaints of the thirteenth Portuguese convention on synthetic Intelligence, EPIA 2007, held in Guimarães, Portugal, in December 2007 as 11 built-in workshops. The fifty eight revised complete papers provided have been conscientiously reviewed and chosen from a complete of 210 submissions.

Transactions on Rough Sets II: Rough Sets and Fuzzy Sets

The LNCS magazine Transactions on tough units is dedicated to the total spectrum of tough units similar matters, ranging from logical and mathematical foundations, via all elements of tough set thought and its purposes, equivalent to info mining, wisdom discovery, and clever info processing, to family among tough units and different techniques to uncertainty, vagueness and incompleteness, akin to fuzzy units and conception of proof.

ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series)

Its demanding for me to regard the books of this sequence individually (ShaderX three, ShaderX four, ShaderX 5). they're all first-class books of GPU-Gems point or larger. compared to GPU gem stones, they're extra educational, i. e. they're fairly brief and extra appropriate to wide variety of purposes then GPU gem stones ones (while GPU gem stones sequence is extra medical, state-of-the-art, contemplating one specific study) and the accompanying CD is far extra higher (lots of operating examples, so much with resource code).

Extra resources for Believable Bots: Can Computers Play Like People?

Example text

Bailey · J. You · G. Acton · A. Rankin · M. ca J. ca G. ca A. ca C. ca P. 1007/978-3-642-32323-2_2, © Springer-Verlag Berlin Heidelberg 2012 29 30 C. Bailey et al. or rationality, but for entertainment and increased immersion in the game world [58, 73]. One of the more active areas of research in game artificial intelligence in both industry and academia is the creation of more believable characters or bots [11, 24– 26, 30, 31, 37, 54, 59]. This is only natural, as players of modern video games increasingly expect Artificial Intelligence that is dynamic, is able to react to unexpected events, and behaves believably [17, 68–70].

Acknowledgments This work was conducted in the framework of the EU-funded FP6 project ROBOT@CWE. Moreover, the financial support by the Federal Ministry of Economy, Family and Youth and the National Foundation for Research, Technology and Development is gratefully acknowledged (Christian Doppler Laboratory for “Contextual Interfaces”). References 1. : A Bayesian robot that distinguishes “self” from “other”. In: Proceedings of the 29th Annual Meeting of the Cognitive Science Society (CogSci2007).

Scaled down versions of this model also exist [46]. Numerous other models exist, including Smith and Ellsworth’s Emotion Appraisal Model [65], Mehrabian’s PAD Emotional State Model [43], and models put forward by Tomkins [71], Plutchik [53], and Parrott [50]. Again, while there is overlap between these models, these models have many differences and were defined with different purposes in mind, such as facial expression, relation to adaptive biological processes, action readiness, and so on. When applying these various psychosocial models to the creation of bots for games, researchers have followed one of two paths.

Download PDF sample

Rated 4.03 of 5 – based on 44 votes