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  1. Believable bots
    can computers play like people?
    Erschienen: 2012
    Verlag:  Springer, Berlin [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9783642323225; 3642323227; 9783642323232
    Weitere Identifier:
    9783642323225
    RVK Klassifikation: ST 302
    DDC Klassifikation: Datenverarbeitung; Informatik (004)
    Schlagworte: Computerspiel; Avatar <Informatik>; Mensch-Maschine-Kommunikation; Agent <Künstliche Intelligenz>; Kognitive Psychologie
    Umfang: X, 318 S., Ill., graph. Darst., 235 mm x 155 mm
  2. Believable Bots
    can computers play like people?
    Erschienen: 2012
    Verlag:  Springer, Heidelberg [u.a.]

    Technische Hochschule Augsburg
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    Universitätsbibliothek Augsburg
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Universitätsbibliothek Passau
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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783642323232
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    RVK Klassifikation: ST 278 ; ST 302
    Schlagworte: Informatik; Ingenieurwissenschaften; Künstliche Intelligenz; Kognitive Psychologie; Agent <Künstliche Intelligenz>; Computerspiel; Mensch-Maschine-Kommunikation; Avatar <Informatik>
    Weitere Schlagworte: Computer science; Artificial intelligence; Engineering; Consciousness
    Umfang: 1 Online-Ressource (X, 318 S.), Ill., graph. Darst.
  3. Believable Bots
    Can Computers Play Like People?
  4. Believable Bots
    Can Computers Play Like People?
    Erschienen: 2012
    Verlag:  Springer, Berlin

    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... mehr

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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Zentrale Hochschulbibliothek Lübeck
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    Otto-von-Guericke-Universität, Universitätsbibliothek
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    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 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. 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 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. Dr. Philip Hingston is an associate professor of Computer Science at Edith Cowan University in Perth. His research interests include artificial intelligence and computational intelligence, particularly evolutionary design, AI and CI in games, sequence modeling, and artificial evolution. Among his publications is the coedited Springer book 'Design by Evolution -- Advances in Evolutionary Design'.

     

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    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783642323232
    Weitere Identifier:
    RVK Klassifikation: ST 302 ; ST 278
    Schlagworte: Computer science; Artificial intelligence; Engineering; Consciousness
    Umfang: Online-Ressource (X, 318 p. 105 illus., 52 illus. in color), digital
    Bemerkung(en):

    Description based upon print version of record

    Believable Bots; Preface; Contents; 1 Rethinking the Human--Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Have?; 1.1 Introduction; 1.2 Believability, Sociality, and Their Interrelations; 1.3 The Concept of Sociality in Human--Agent Interaction; 1.3.1 Forms of Grouping; 1.3.2 Attachment; 1.3.3 Reciprocity; 1.3.4 Reflexivity; 1.4 The Case Studies; 1.4.1 Investigating Social Aspects in Human--Humanoid Interaction; 1.4.2 First Study with the HRP-2; 1.4.3 Second Study with the HRP-2; 1.4.4 First Study with HOAP-3; 1.4.5 Second Study with HOAP-3

    1.4.6 First and Second Study with ACE1.5 Lessons Learned for Interaction Scenarios with Anthropomorphic Agents; 1.6 Reflection on the Relevance of Social Cues in Human--Agent Relationship; 1.7 Conclusion and Outlook; References; 2 Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining; 2.1 Introduction; 2.2 Background; 2.3 Introduction to Psychosocial Behaviour; 2.3.1 Psychological Foundations; 2.3.2 Sociological Foundations; 2.4 A Framework for Psychosocial Behaviour; 2.4.1 Psychosocial Modeling; 2.4.2 The Mechanics of Psychosocial Behaviour

    2.5 Implementation and Results2.5.1 First Generation Prototype; 2.5.2 Second Generation Prototype; 2.5.3 Third Generation Prototype; 2.5.4 Fourth Generation Prototype; 2.6 Performance Optimization; 2.6.1 Approach to Performance Optimization; 2.6.2 Implementation and Results with Performance Optimization; 2.7 Concluding Remarks; References; 3 Actor Bots; 3.1 Introduction; 3.2 Players' Expectations; 3.2.1 Player Types; 3.3 Drama and Games; 3.3.1 Directed Emergent Drama; 3.3.2 Director; 3.3.3 Schemas; 3.3.4 Actors; 3.4 Bayesian Networks; 3.4.1 The BN Architecture; 3.4.2 Complexity

    3.4.3 Relevance Reasoning3.4.4 The Process; 3.4.5 Tests and Results; 3.4.6 Complications; 3.5 Related Work; 3.6 Summary and Future Work; References; 4 Embodied Conversational Agent Avatars in Virtual Worlds: Making Today's Immersive Environments More Responsive to Participants; 4.1 Introduction; 4.2 Advancing Intelligent Virtual Human Research; 4.2.1 Chatterbots; 4.2.2 Embodied Conversational Agents; 4.2.3 Modeling Human Communication; 4.2.4 Multidisciplinary Approach; 4.3 Convergence: Virtual Agent Avatars in Real-Time Virtual Worlds; 4.3.1 Challenges of Virtual Worlds

    4.3.2 ECAAs as Solutions4.3.3 Using Virtual Worlds as ECAA Research Platforms; 4.3.4 ECAAs for Instruction and Training; 4.4 Creating Meaning with ECAAs; 4.5 Conclusion; References; 5 Human-Like Combat Behaviour via Multiobjective Neuroevolution; 5.1 Introduction; 5.2 Bots in First-Person Shooters; 5.2.1 Unreal Tournament 2004; 5.2.2 BotPrize 2010; 5.3 The UT942 Bot; 5.3.1 Architecture; 5.3.2 Battle Controller; 5.4 Evolution; 5.4.1 Neuroevolution; 5.4.2 Evolutionary Multiobjective Optimization; 5.4.3 Evolution of UT942; 5.5 Evaluation; 5.5.1 Evaluation of Objective Scores

    5.5.2 Evaluation of Human-Like Performance

    Chap. 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.

  5. Believable Bots
    Can Computers Play Like People?
    Erschienen: 2012
    Verlag:  Springer, Berlin

    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... mehr

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    Technische Universität Chemnitz, Universitätsbibliothek
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    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
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    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Bibliothek LIV HN Sontheim
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    Karlsruher Institut für Technologie, KIT-Bibliothek
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    Duale Hochschule Baden-Württemberg Lörrach, Zentralbibliothek
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    Duale Hochschule Baden-Württemberg Lörrach, Zweigbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
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    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
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    Universitätsbibliothek Osnabrück
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    Hochschulbibliothek Reutlingen (Lernzentrum)
    eBook
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    Hochschule Zittau / Görlitz, Hochschulbibliothek
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    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 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. 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 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. Dr. Philip Hingston is an associate professor of Computer Science at Edith Cowan University in Perth. His research interests include artificial intelligence and computational intelligence, particularly evolutionary design, AI and CI in games, sequence modeling, and artificial evolution. Among his publications is the coedited Springer book 'Design by Evolution -- Advances in Evolutionary Design'.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783642323232
    Weitere Identifier:
    RVK Klassifikation: ST 302 ; ST 278
    Schriftenreihe: Array
    Schlagworte: Computer science; Artificial intelligence; Engineering; Consciousness; Computer Science; Computer science; Artificial intelligence; Engineering; Consciousness
    Umfang: Online-Ressource (X, 318 p. 105 illus., 52 illus. in color, digital)
    Bemerkung(en):

    Description based upon print version of record

    Believable Bots; Preface; Contents; 1 Rethinking the Human--Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Have?; 1.1 Introduction; 1.2 Believability, Sociality, and Their Interrelations; 1.3 The Concept of Sociality in Human--Agent Interaction; 1.3.1 Forms of Grouping; 1.3.2 Attachment; 1.3.3 Reciprocity; 1.3.4 Reflexivity; 1.4 The Case Studies; 1.4.1 Investigating Social Aspects in Human--Humanoid Interaction; 1.4.2 First Study with the HRP-2; 1.4.3 Second Study with the HRP-2; 1.4.4 First Study with HOAP-3; 1.4.5 Second Study with HOAP-3

    1.4.6 First and Second Study with ACE1.5 Lessons Learned for Interaction Scenarios with Anthropomorphic Agents; 1.6 Reflection on the Relevance of Social Cues in Human--Agent Relationship; 1.7 Conclusion and Outlook; References; 2 Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining; 2.1 Introduction; 2.2 Background; 2.3 Introduction to Psychosocial Behaviour; 2.3.1 Psychological Foundations; 2.3.2 Sociological Foundations; 2.4 A Framework for Psychosocial Behaviour; 2.4.1 Psychosocial Modeling; 2.4.2 The Mechanics of Psychosocial Behaviour

    2.5 Implementation and Results2.5.1 First Generation Prototype; 2.5.2 Second Generation Prototype; 2.5.3 Third Generation Prototype; 2.5.4 Fourth Generation Prototype; 2.6 Performance Optimization; 2.6.1 Approach to Performance Optimization; 2.6.2 Implementation and Results with Performance Optimization; 2.7 Concluding Remarks; References; 3 Actor Bots; 3.1 Introduction; 3.2 Players' Expectations; 3.2.1 Player Types; 3.3 Drama and Games; 3.3.1 Directed Emergent Drama; 3.3.2 Director; 3.3.3 Schemas; 3.3.4 Actors; 3.4 Bayesian Networks; 3.4.1 The BN Architecture; 3.4.2 Complexity

    3.4.3 Relevance Reasoning3.4.4 The Process; 3.4.5 Tests and Results; 3.4.6 Complications; 3.5 Related Work; 3.6 Summary and Future Work; References; 4 Embodied Conversational Agent Avatars in Virtual Worlds: Making Today's Immersive Environments More Responsive to Participants; 4.1 Introduction; 4.2 Advancing Intelligent Virtual Human Research; 4.2.1 Chatterbots; 4.2.2 Embodied Conversational Agents; 4.2.3 Modeling Human Communication; 4.2.4 Multidisciplinary Approach; 4.3 Convergence: Virtual Agent Avatars in Real-Time Virtual Worlds; 4.3.1 Challenges of Virtual Worlds

    4.3.2 ECAAs as Solutions4.3.3 Using Virtual Worlds as ECAA Research Platforms; 4.3.4 ECAAs for Instruction and Training; 4.4 Creating Meaning with ECAAs; 4.5 Conclusion; References; 5 Human-Like Combat Behaviour via Multiobjective Neuroevolution; 5.1 Introduction; 5.2 Bots in First-Person Shooters; 5.2.1 Unreal Tournament 2004; 5.2.2 BotPrize 2010; 5.3 The UT942 Bot; 5.3.1 Architecture; 5.3.2 Battle Controller; 5.4 Evolution; 5.4.1 Neuroevolution; 5.4.2 Evolutionary Multiobjective Optimization; 5.4.3 Evolution of UT942; 5.5 Evaluation; 5.5.1 Evaluation of Objective Scores

    5.5.2 Evaluation of Human-Like Performance

    Chap. 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.

  6. Believable Bots
    can computers play like people?
    Erschienen: 2012
    Verlag:  Springer, Heidelberg [u.a.]

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783642323232
    Weitere Identifier:
    RVK Klassifikation: ST 278 ; ST 302
    Schlagworte: Informatik; Ingenieurwissenschaften; Künstliche Intelligenz; Kognitive Psychologie; Agent <Künstliche Intelligenz>; Computerspiel; Mensch-Maschine-Kommunikation; Avatar <Informatik>
    Weitere Schlagworte: Computer science; Artificial intelligence; Engineering; Consciousness
    Umfang: 1 Online-Ressource (X, 318 S.), Ill., graph. Darst.
  7. Believable bots
    can computers play like people?
    Erschienen: 2012
    Verlag:  Springer, Berlin [u.a.]

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9783642323225; 3642323227; 9783642323232
    Weitere Identifier:
    9783642323225
    RVK Klassifikation: ST 302
    DDC Klassifikation: Datenverarbeitung; Informatik (004)
    Schlagworte: Computerspiel; Avatar <Informatik>; Mensch-Maschine-Kommunikation; Agent <Künstliche Intelligenz>; Kognitive Psychologie
    Umfang: X, 318 S., Ill., graph. Darst., 235 mm x 155 mm
  8. Believable Bots
    Can Computers Play Like People?
    Beteiligt: Hingston, Philip (Herausgeber)
    Erschienen: 2012
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Universitätsbibliothek J. C. Senckenberg, Zentralbibliothek (ZB)
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