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  • © 2012

Believable Bots

Can Computers Play Like People?

Editors:

  • Describes many details of state-of-the-art games

  • Addresses significant artificial intelligence issues

  • Interesting for games developers and academic researchers

  • Includes supplementary material: sn.pub/extras

  • Includes supplementary material: sn.pub/extras

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Table of contents (12 chapters)

  1. Front Matter

    Pages i-x
  2. Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining

    • Christine Bailey, Jiaming You, Gavan Acton, Adam Rankin, Michael Katchabaw
    Pages 29-68
  3. Actor Bots

    • Maria Arinbjarnar, Daniel Kudenko
    Pages 69-97
  4. Human-Like Combat Behaviour via Multiobjective Neuroevolution

    • Jacob Schrum, Igor V. Karpov, Risto Miikkulainen
    Pages 119-150
  5. Believable Bot Navigation via Playback of Human Traces

    • Igor V. Karpov, Jacob Schrum, Risto Miikkulainen
    Pages 151-170
  6. A Machine Consciousness Approach to the Design of Human-Like Bots

    • Raúl Arrabales, Jorge Muñoz, Agapito Ledezma, German Gutierrez, Araceli Sanchis
    Pages 171-191
  7. ConsScale FPS: Cognitive Integration for Improved Believability in Computer Game Bots

    • Raúl Arrabales, Agapito Ledezma, Araceli Sanchis
    Pages 193-214
  8. Assessing Believability

    • Julian Togelius, Georgios N. Yannakakis, Sergey Karakovskiy, Noor Shaker
    Pages 215-230
  9. Creating a Personality System for RTS Bots

    • Jacek Mańdziuk, Przemysław Szałaj
    Pages 231-264
  10. Making Diplomacy Bots Individual

    • Markus Kemmerling, Niels Ackermann, Mike Preuss
    Pages 265-288
  11. Towards Imitation of Human Driving Style in Car Racing Games

    • Jorge Muñoz, German Gutierrez, Araceli Sanchis
    Pages 289-313
  12. Back Matter

    Pages 315-318

About this book

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.

Editors and Affiliations

  • , School of Computer and Security Science, Edith Cowan University, Mount Lawley, Australia

    Philip Hingston

About the editor

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".

Bibliographic Information

  • Book Title: Believable Bots

  • Book Subtitle: Can Computers Play Like People?

  • Editors: Philip Hingston

  • DOI: https://doi.org/10.1007/978-3-642-32323-2

  • Publisher: Springer Berlin, Heidelberg

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: Springer-Verlag Berlin Heidelberg 2012

  • Hardcover ISBN: 978-3-642-32322-5Published: 20 October 2012

  • Softcover ISBN: 978-3-642-44595-8Published: 09 November 2014

  • eBook ISBN: 978-3-642-32323-2Published: 19 October 2012

  • Edition Number: 1

  • Number of Pages: X, 318

  • Topics: Artificial Intelligence, Computational Intelligence, Personality and Social Psychology

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access