Computational Models of Motivation for Game-Playing Agents (Record no. 56256)
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000 -LEADER | |
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fixed length control field | 03237nam a22004935i 4500 |
001 - CONTROL NUMBER | |
control field | 978-3-319-33459-2 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20200421111853.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 160922s2016 gw | s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
ISBN | 9783319334592 |
-- | 978-3-319-33459-2 |
082 04 - CLASSIFICATION NUMBER | |
Call Number | 006.3 |
100 1# - AUTHOR NAME | |
Author | Merrick, Kathryn E. |
245 10 - TITLE STATEMENT | |
Title | Computational Models of Motivation for Game-Playing Agents |
300 ## - PHYSICAL DESCRIPTION | |
Number of Pages | XVII, 213 p. 66 illus., 23 illus. in color. |
505 0# - FORMATTED CONTENTS NOTE | |
Remark 2 | From Player Types to Motivation -- Computational Models of Achievement, Affiliation, and Power Motivation -- Game Playing Agents and Non-player Characters -- Achievement Motivation -- Profiles of Achievement, Affiliation, and Power Motivation -- Enemies -- Pets and Partner Characters -- Support Characters -- Evolution of Motivated Agents -- Conclusion and Future Work. . |
520 ## - SUMMARY, ETC. | |
Summary, etc | The focus of this book is on three influential cognitive motives: achievement, affiliation, and power motivation. Incentive-based theories of achievement, affiliation and power motivation are the basis for competence-seeking behaviour, relationship-building, leadership, and resource-controlling behaviour in humans. In this book we show how these motives can be modelled and embedded in artificial agents to achieve behavioural diversity. Theoretical issues are addressed for representing and embedding computational models of motivation in rule-based agents, learning agents, crowds and evolution of motivated agents. Practical issues are addressed for defining games, mini-games or in-game scenarios for virtual worlds in which computer-controlled, motivated agents can participate alongside human players. The book is structured into four parts: game playing in virtual worlds by humans and agents; comparing human and artificial motives; game scenarios for motivated agents; and evolution and the future of motivated game-playing agents. It will provide game programmers, and those with an interest in artificial intelligence, with the knowledge required to develop diverse, believable game-playing agents for virtual worlds. |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | http://dx.doi.org/10.1007/978-3-319-33459-2 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks |
264 #1 - | |
-- | Cham : |
-- | Springer International Publishing : |
-- | Imprint: Springer, |
-- | 2016. |
336 ## - | |
-- | text |
-- | txt |
-- | rdacontent |
337 ## - | |
-- | computer |
-- | c |
-- | rdamedia |
338 ## - | |
-- | online resource |
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347 ## - | |
-- | text file |
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-- | rda |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computer science. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Data mining. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Artificial intelligence. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computational intelligence. |
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computer Science. |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Artificial Intelligence (incl. Robotics). |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computational Intelligence. |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Data Mining and Knowledge Discovery. |
912 ## - | |
-- | ZDB-2-SCS |
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