Get Believable Bots: Can Computers Play Like People? PDF

By Astrid Weiss, Manfred Tscheligi (auth.), Philip Hingston (eds.)

ISBN-10: 3642323227

ISBN-13: 9783642323225

ISBN-10: 3642323235

ISBN-13: 9783642323232

We percentage our smooth global with bots – chatbots to speak with, roombots to scrub our homes, spambots to fill our electronic mail inboxes, and medibots to help our surgeons. This publication is ready laptop online game bots, digital partners who accompany us in digital worlds or sharpen our battling abilities. those bots has to be plausible, that's human avid gamers may still think they're interacting with entities working at a human point – bots are extra enjoyable in the event that they behave like we do. This booklet indicates how one can create plausible bots that play desktop video games, and it discusses the consequences of creating them look human.

The chapters during this publication current the state-of-the-art in learn on and improvement of online game bots, and so they glance past the layout facets to handle deep questions: Is a bot that performs like anyone clever? Does it have feelings? Is it unsleeping? the subject is inherently interdisciplinary, and the paintings attracts from examine and perform in lots of fields, corresponding to layout, creativity, leisure, and photos; studying, psychology, and sociology; synthetic intelligence, embodiment, brokers, laptop studying, robotics, human–computer interplay, and synthetic existence; cognition and neuroscience; and evolutionary computing. The contributing authors are one of the top researchers and builders during this box, and many of the examples and case stories contain research of industrial products.

The booklet could be of worth to graduate scholars and educational researchers in synthetic intelligence, and to engineers charged with the layout of enjoyable games.

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5, pp. 89–120. Morgan Kaufmann Publishers, San Francisco (2003) 13. : The elements of computer credibility. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI’99), pp. 80–87. 303001 14. : A survey of socially interactive robots. Robot. Auton. Syst. 42, 143–166 (2003) 15. : Measuring the concept of credibility. J. Q. 63(3), 451–462 (1986) 16. : The norm of reciprocity: a preliminary statement. Am. Sociol. Rev. 25, 161–178 (1960) 17. : An experimental study of apparent behavior.

Stimulus source refers to the origin of the stimulus. Stimulus type refers to various emotional and social stimuli, such as happiness, sadness, anger, hostile environment, and groupthink. e. ). Propagation would describe whether the psychosocial stimulus only affects the people directly involved in the event (such as two people greeting each other), if it affects the people witnessing it at a distance as well (such as two people attacking each other). Other types of social stimuli can also be modeled using these stimulus messages, such as gossip and the spread of information.

1121280 4. : Affective expressions of machines. In: Extended Abstracts on Human Factors in Computing Systems (CHI’01). pp. 189–190. ACM, New York (2001). 1145/634067. 634181 5. : Measuring the anthropomorphism, animacy, likeability, perceived intelligence and perceived safety of robots. In: Metrics for Human–Robot Interaction Workshop in Affiliation with the 3rd ACM/IEEE International Conference on Human– Robot Interaction (HRI 2008), Technical Report 471, pp. 37–44. University of Hertfordshire, Amsterdam 2008 1 Rethinking the Human–Agent Relationship 27 6.

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Believable Bots: Can Computers Play Like People? by Astrid Weiss, Manfred Tscheligi (auth.), Philip Hingston (eds.)

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