000 | 03237nam a22004935i 4500 | ||
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001 | 978-3-319-33459-2 | ||
003 | DE-He213 | ||
005 | 20200421111853.0 | ||
007 | cr nn 008mamaa | ||
008 | 160922s2016 gw | s |||| 0|eng d | ||
020 |
_a9783319334592 _9978-3-319-33459-2 |
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024 | 7 |
_a10.1007/978-3-319-33459-2 _2doi |
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050 | 4 | _aQ334-342 | |
050 | 4 | _aTJ210.2-211.495 | |
072 | 7 |
_aUYQ _2bicssc |
|
072 | 7 |
_aTJFM1 _2bicssc |
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072 | 7 |
_aCOM004000 _2bisacsh |
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082 | 0 | 4 |
_a006.3 _223 |
100 | 1 |
_aMerrick, Kathryn E. _eauthor. |
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245 | 1 | 0 |
_aComputational Models of Motivation for Game-Playing Agents _h[electronic resource] / _cby Kathryn E. Merrick. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2016. |
|
300 |
_aXVII, 213 p. 66 illus., 23 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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505 | 0 | _aFrom 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 | _aThe 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aData mining. | |
650 | 0 | _aArtificial intelligence. | |
650 | 0 | _aComputational intelligence. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aArtificial Intelligence (incl. Robotics). |
650 | 2 | 4 | _aComputational Intelligence. |
650 | 2 | 4 | _aData Mining and Knowledge Discovery. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319334578 |
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-319-33459-2 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c56256 _d56256 |