2012

Believable Bots

Can Computers Play Like People?

Editors:

ISBN: 978-3-642-32322-5 (Print) 978-3-642-32323-2 (Online)

Table of contents (12 chapters)

  1. Front Matter

    Pages i-x

  2. No Access

    Book Chapter

    Pages 1-28

    Rethinking the Human–Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Have?

  3. No Access

    Book Chapter

    Pages 29-68

    Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining

  4. No Access

    Book Chapter

    Pages 69-97

    Actor Bots

  5. No Access

    Book Chapter

    Pages 99-118

    Embodied Conversational Agent Avatars in Virtual Worlds: Making Today’s Immersive Environments More Responsive to Participants

  6. No Access

    Book Chapter

    Pages 119-150

    Human-Like Combat Behaviour via Multiobjective Neuroevolution

  7. No Access

    Book Chapter

    Pages 151-170

    Believable Bot Navigation via Playback of Human Traces

  8. No Access

    Book Chapter

    Pages 171-191

    A Machine Consciousness Approach to the Design of Human-Like Bots

  9. No Access

    Book Chapter

    Pages 193-214

    ConsScale FPS: Cognitive Integration for Improved Believability in Computer Game Bots

  10. No Access

    Book Chapter

    Pages 215-230

    Assessing Believability

  11. No Access

    Book Chapter

    Pages 231-264

    Creating a Personality System for RTS Bots

  12. No Access

    Book Chapter

    Pages 265-288

    Making Diplomacy Bots Individual

  13. No Access

    Book Chapter

    Pages 289-313

    Towards Imitation of Human Driving Style in Car Racing Games

  14. Back Matter

    Pages 315-318