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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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樓主: NERVE
41#
發(fā)表于 2025-3-28 15:23:46 | 只看該作者
42#
發(fā)表于 2025-3-28 22:23:49 | 只看該作者
43#
發(fā)表于 2025-3-29 01:01:01 | 只看該作者
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.
44#
發(fā)表于 2025-3-29 07:02:45 | 只看該作者
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.
45#
發(fā)表于 2025-3-29 10:30:00 | 只看該作者
46#
發(fā)表于 2025-3-29 13:23:07 | 只看該作者
47#
發(fā)表于 2025-3-29 16:21:48 | 只看該作者
,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.
48#
發(fā)表于 2025-3-29 23:10:08 | 只看該作者
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.
49#
發(fā)表于 2025-3-30 01:49:25 | 只看該作者
50#
發(fā)表于 2025-3-30 07:23:51 | 只看該作者
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.
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