標(biāo)題: Titlebook: Believable Bots; Can Computers Play L Philip Hingston Book 2012 Springer-Verlag Berlin Heidelberg 2012 agents.artificial intelligence.avata [打印本頁(yè)] 作者: NERVE 時(shí)間: 2025-3-21 18:24
書目名稱Believable Bots影響因子(影響力)
書目名稱Believable Bots影響因子(影響力)學(xué)科排名
書目名稱Believable Bots網(wǎng)絡(luò)公開度
書目名稱Believable Bots網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Believable Bots被引頻次
書目名稱Believable Bots被引頻次學(xué)科排名
書目名稱Believable Bots年度引用
書目名稱Believable Bots年度引用學(xué)科排名
書目名稱Believable Bots讀者反饋
書目名稱Believable Bots讀者反饋學(xué)科排名
作者: 全部逛商店 時(shí)間: 2025-3-21 21:10 作者: Interferons 時(shí)間: 2025-3-22 01:13 作者: 吹牛需要藝術(shù) 時(shí)間: 2025-3-22 06:52
978-3-642-44595-8Springer-Verlag Berlin Heidelberg 2012作者: incontinence 時(shí)間: 2025-3-22 11:56
Bereichsbezogene Deckungsbeitragsrechnungtred sociality, four aspects of sociality, namely forms of grouping, attachment, reciprocity, and reflexivity are presented and transferred to the field of human–humanoid interaction studies. Six case studies with three different types of humanoid robots are presented, in which the participants had 作者: ALIEN 時(shí)間: 2025-3-22 13:36 作者: 蓋他為秘密 時(shí)間: 2025-3-22 18:02
Technisch wichtige Bakterienartens quest companions for the players. All these roles call for intelligent bots that can give the player an engaging experience by adjusting and adapting to the players’ style of play. They need to behave as actors in a virtual improvisational theatre. They need to perform in a manner that the player 作者: CEDE 時(shí)間: 2025-3-23 00:19 作者: 驚惶 時(shí)間: 2025-3-23 03:42 作者: 預(yù)示 時(shí)間: 2025-3-23 08:23
Partnerschaften marktorientiert bewerten,ial agents that behave like humans do? This question is studied in the context of the BotPrize competition, a Turing-like test where computer game bots compete by attempting to fool human judges into thinking they are just another human player. One problem faced by such bots is that of human-like na作者: 誘騙 時(shí)間: 2025-3-23 13:41 作者: Ledger 時(shí)間: 2025-3-23 16:13
https://doi.org/10.1007/978-3-642-87064-4tionary perspective of the development of consciousness in biological organisms. In this context, consciousness is considered as an evolutionary advantage that provides the individual with a highly adaptive super-function, i.e. effective synergistic integration of a number of cognitive functions. . 作者: 斗爭(zhēng) 時(shí)間: 2025-3-23 21:32 作者: BAIT 時(shí)間: 2025-3-23 23:01 作者: 被詛咒的人 時(shí)間: 2025-3-24 02:37
Techniken der Investitionsplanung,en players, which is difficult to realize in a bot but essential to achieve a human-like playing style. In a previous work, we found that in Turing Tests, players mainly use three usual shortcomings of current bot implementations to identify them as computer players, a certain level of playing stren作者: 被告 時(shí)間: 2025-3-24 09:43
Die frühen Phasen der IPSS-Entwicklungademic researchers, their particular features, what are the main problems they want to deal with and how they approach them. Besides, we identify which are the key properties and behaviours required to consider a racing non-player character (NPC) as believable or not, always from the point of view o作者: 失眠癥 時(shí)間: 2025-3-24 14:23
,Rethinking the Human–Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Havtred sociality, four aspects of sociality, namely forms of grouping, attachment, reciprocity, and reflexivity are presented and transferred to the field of human–humanoid interaction studies. Six case studies with three different types of humanoid robots are presented, in which the participants had 作者: jaundiced 時(shí)間: 2025-3-24 18:33 作者: Peculate 時(shí)間: 2025-3-24 19:51 作者: 裂口 時(shí)間: 2025-3-25 00:29
,Embodied Conversational Agent Avatars in Virtual Worlds: Making Today’s Immersive Environments Morepic of active research, but promise soon to rival the sophistication of virtual human agents developed on stand-alone platforms over the last decade. Such agents in today’s VWs grew out of two lines of historical research: Virtual Reality and Artificial Intelligence.Their merger forms the basis for 作者: 野蠻 時(shí)間: 2025-3-25 04:00
Human-Like Combat Behaviour via Multiobjective Neuroevolution,ikely that evolving for raw performance could result in behaviour that is distinctly human-like. This chapter demonstrates how human-like behaviour can be evolved by restricting a bot’s actions in a way consistent with human limitations and predilections. This approach evolves good behaviour, but as作者: murmur 時(shí)間: 2025-3-25 09:01
Believable Bot Navigation via Playback of Human Traces,ial agents that behave like humans do? This question is studied in the context of the BotPrize competition, a Turing-like test where computer game bots compete by attempting to fool human judges into thinking they are just another human player. One problem faced by such bots is that of human-like na作者: 碳水化合物 時(shí)間: 2025-3-25 12:42 作者: DAMP 時(shí)間: 2025-3-25 18:39 作者: Mere僅僅 時(shí)間: 2025-3-25 21:38 作者: Spongy-Bone 時(shí)間: 2025-3-26 02:07
Creating a Personality System for RTS Bots,hapter, we discuss a notion of personality for an RTS bot and how it can be used to control a bot’s behaviour. We introduce a personality system that allows us to easily create different personalities and we discuss how different components of the system can be identified and defined. The process of作者: aspersion 時(shí)間: 2025-3-26 06:35
Making Diplomacy Bots Individual,en players, which is difficult to realize in a bot but essential to achieve a human-like playing style. In a previous work, we found that in Turing Tests, players mainly use three usual shortcomings of current bot implementations to identify them as computer players, a certain level of playing stren作者: 致詞 時(shí)間: 2025-3-26 11:28 作者: Hay-Fever 時(shí)間: 2025-3-26 13:59 作者: 運(yùn)動(dòng)吧 時(shí)間: 2025-3-26 19:44 作者: Exhilarate 時(shí)間: 2025-3-26 21:49 作者: 強(qiáng)所 時(shí)間: 2025-3-27 01:22 作者: Arroyo 時(shí)間: 2025-3-27 09:19 作者: Resign 時(shí)間: 2025-3-27 12:35 作者: 遍及 時(shí)間: 2025-3-27 15:39
cademic researchers.Includes supplementary material: .Includ.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 accompan作者: 看法等 時(shí)間: 2025-3-27 18:01
https://doi.org/10.1007/978-3-642-67426-6roblem in desperate need of further examination. In this chapter, we examine how the implementation of psychosocial behaviour in bots can lead to believability, and how this translates into new and exciting possibilities for advancing the state-of-the-art in this area.作者: Indent 時(shí)間: 2025-3-27 21:56
Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertainingroblem in desperate need of further examination. In this chapter, we examine how the implementation of psychosocial behaviour in bots can lead to believability, and how this translates into new and exciting possibilities for advancing the state-of-the-art in this area.作者: 百科全書 時(shí)間: 2025-3-28 06:04
Andreas Klein,Jens-Michael Hilmertoday’s persistent 3D worlds occupied by intelligent characters serving a wide range of purposes. We believe ECA avatars will help to enable VWs to achieve a higher level of meaningful interaction by providing increased engagement and responsiveness within environments where people will interact with and even develop relationships with them.作者: Bernstein-test 時(shí)間: 2025-3-28 09:47 作者: Nonporous 時(shí)間: 2025-3-28 12:13
Book 2012ssist 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 th作者: Obstruction 時(shí)間: 2025-3-28 15:23 作者: 晚間 時(shí)間: 2025-3-28 22:23 作者: 表兩個(gè) 時(shí)間: 2025-3-29 01:01
https://doi.org/10.1007/978-3-642-87064-4 bots. The concept of cognitive dependency is introduced and cognitive abilities implemented in state of the art bots are analyzed from the point of view of effective cognitive integration. Finally, in light of the cognitive development of current bots, particular improvements are suggested towards the design of more human-like bots.作者: exhilaration 時(shí)間: 2025-3-29 07:02
Actor Bots,g that resembles that of a human player. A balance needs to be maintained between the bots’ believability and their entertainment value for the player, as these two goals may be at odds in some situations. 作者: Incumbent 時(shí)間: 2025-3-29 10:30 作者: CHURL 時(shí)間: 2025-3-29 13:23 作者: CODA 時(shí)間: 2025-3-29 16:21
,Embodied Conversational Agent Avatars in Virtual Worlds: Making Today’s Immersive Environments Moretoday’s persistent 3D worlds occupied by intelligent characters serving a wide range of purposes. We believe ECA avatars will help to enable VWs to achieve a higher level of meaningful interaction by providing increased engagement and responsiveness within environments where people will interact with and even develop relationships with them.作者: 為寵愛 時(shí)間: 2025-3-29 23:10
Creating a Personality System for RTS Bots, personality creation is based on several traits, which describe a general bot’s characteristics. It allows us to create a wide variety of consistent personalities with the desired level of randomness, and, at the same time, to precisely control a bot’s behaviour by enforcing or preventing certain strategies and techniques.作者: 安定 時(shí)間: 2025-3-30 01:49 作者: 字謎游戲 時(shí)間: 2025-3-30 07:23
Partnerschaften marktorientiert bewerten, 2010 competition. The controller uses a database of recorded human games in order to quickly retrieve and play back relevant segments of human navigation behaviour.Empirical evidence suggests that the method of direct imitation allows the bot to effectively solve several navigation problems while moving in a human-like fashion.