- Describes many details of state-of-the-art games
- Addresses significant artificial intelligence issues
- Interesting for games developers and academic researchers
Buy this book
- About this book
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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.
- About the authors
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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".
- Table of contents (12 chapters)
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Rethinking the Human–Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Have?
Pages 1-28
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Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining
Pages 29-68
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Actor Bots
Pages 69-97
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Embodied Conversational Agent Avatars in Virtual Worlds: Making Today’s Immersive Environments More Responsive to Participants
Pages 99-118
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Human-Like Combat Behaviour via Multiobjective Neuroevolution
Pages 119-150
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Table of contents (12 chapters)
- Download Preface 1 PDF (1.5 MB)
- Download Sample pages 2 PDF (1.1 MB)
- Download Table of contents PDF (1.5 MB)
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Bibliographic Information
- Bibliographic Information
-
- Book Title
- Believable Bots
- Book Subtitle
- Can Computers Play Like People?
- Editors
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- Philip Hingston
- Copyright
- 2012
- Publisher
- Springer-Verlag Berlin Heidelberg
- Copyright Holder
- Springer-Verlag Berlin Heidelberg
- eBook ISBN
- 978-3-642-32323-2
- DOI
- 10.1007/978-3-642-32323-2
- Hardcover ISBN
- 978-3-642-32322-5
- Softcover ISBN
- 978-3-642-44595-8
- Edition Number
- 1
- Number of Pages
- X, 318
- Topics