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Believable bots = can computers play...
~
Hingston, Philip.
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Believable bots = can computers play like people? /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Believable bots/ edited by Philip Hingston.{me_controlnum}
Reminder of title:
can computers play like people? /
other author:
Hingston, Philip.
Published:
Berlin, Heidelberg :Springer Berlin Heidelberg : : 2012.,
Description:
x, 318 p. :ill., digital ;24 cm.
[NT 15003449]:
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.
Contained By:
Springer eBooks
Subject:
Intelligent agents (Computer software) -
Online resource:
http://dx.doi.org/10.1007/978-3-642-32323-2
ISBN:
9783642323232 (electronic bk.)
Believable bots = can computers play like people? /
Believable bots
can computers play like people? /[electronic resource] :edited by Philip Hingston.{me_controlnum} - Berlin, Heidelberg :Springer Berlin Heidelberg :2012. - x, 318 p. :ill., digital ;24 cm.
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.
ISBN: 9783642323232 (electronic bk.)Subjects--Topical Terms:
567546
Intelligent agents (Computer software)
Dewey Class. No.: 006.3
Believable bots = can computers play like people? /
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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.
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