Believable Bots

Can Computers Play Like People?

  • Philip Hingston

Table of contents

  1. Front Matter
    Pages i-x
  2. Christine Bailey, Jiaming You, Gavan Acton, Adam Rankin, Michael Katchabaw
    Pages 29-68
  3. Maria Arinbjarnar, Daniel Kudenko
    Pages 69-97
  4. Jacob Schrum, Igor V. Karpov, Risto Miikkulainen
    Pages 119-150
  5. Igor V. Karpov, Jacob Schrum, Risto Miikkulainen
    Pages 151-170
  6. Raúl Arrabales, Jorge Muñoz, Agapito Ledezma, German Gutierrez, Araceli Sanchis
    Pages 171-191
  7. Raúl Arrabales, Agapito Ledezma, Araceli Sanchis
    Pages 193-214
  8. Julian Togelius, Georgios N. Yannakakis, Sergey Karakovskiy, Noor Shaker
    Pages 215-230
  9. Jacek Mańdziuk, Przemysław Szałaj
    Pages 231-264
  10. Markus Kemmerling, Niels Ackermann, Mike Preuss
    Pages 265-288
  11. Jorge Muñoz, German Gutierrez, Araceli Sanchis
    Pages 289-313
  12. Back Matter
    Pages 315-318

About this book

Introduction

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.

Keywords

agents artificial intelligence avatar bots cognitive psychology computational intelligence embodiment games interactive agents machine intelligence social psychology turing test virtual world virtual world

Editors and affiliations

  • Philip Hingston
    • 1
  1. 1., School of Computer and Security ScienceEdith Cowan UniversityMount LawleyAustralia

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-642-32323-2
  • Copyright Information Springer-Verlag Berlin Heidelberg 2012
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-32322-5
  • Online ISBN 978-3-642-32323-2
  • About this book