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Titlebook: Believable Bots; Can Computers Play L Philip Hingston Book 2012 Springer-Verlag Berlin Heidelberg 2012 agents.artificial intelligence.avata

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發(fā)表于 2025-3-21 18:24:59 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
期刊全稱Believable Bots
期刊簡稱Can Computers Play L
影響因子2023Philip Hingston
視頻videohttp://file.papertrans.cn/184/183325/183325.mp4
發(fā)行地址Describes many details of state-of-the-art games.Addresses significant artificial intelligence issues.Interesting for games developers and academic researchers.Includes supplementary material: .Includ
圖書封面Titlebook: Believable Bots; Can Computers Play L Philip Hingston Book 2012 Springer-Verlag Berlin Heidelberg 2012 agents.artificial intelligence.avata
影響因子.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
Pindex Book 2012
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978-3-642-44595-8Springer-Verlag Berlin Heidelberg 2012
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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
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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
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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
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