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020 _a9783319334592
040 _aES-MaUEC
050 4 _aQA76.76.I58
_bM477 2016
082 0 4 _a006.3
100 1 _aMerrick, Kathryn E.
_999398
_0Local
245 1 0 _aComputational Models of Motivation for Game-Playing Agents
_cby Kathryn E Merrick
260 _aCham
_bSpringer International Publishing
_c2016
300 _a1 recurso en línea (XVII, 213 páginas)
_b66 ilustraciones, 23 ilustraciones en color
336 _aTexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
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 3 _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.
710 2 _aSpringerLink (Online service)
_0Local
_9106996
942 _2lcc
_cLE
988 _aEBOOK, asignarmaterias , EBSPRINGER
650 7 _aInteligencia artificial
_0comprobar BNE19900997218
_2embne
_9413115
650 7 _aAgentes inteligentes (Programas de ordenador)
_0(OCoLC)975909
_2embne
_0
_9160930
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-33459-2
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
901 _ai9783319334592
907 _a.b12952928
_b10-10-17
_c21-11-16
998 _am
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_a_vill
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