| 000 | 03189nam a22003735i 4500 | ||
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| 003 | ES-MaUEC | ||
| 005 | 20240111050125.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 160922s2016 gw | s |||| 0|eng d | ||
| 020 | _a9783319334592 | ||
| 040 | _aES-MaUEC | ||
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_aQA76.76.I58 _bM477 2016 |
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| 082 | 0 | 4 | _a006.3 |
| 100 | 1 |
_aMerrick, Kathryn E. _999398 _0Local |
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| 245 | 1 | 0 |
_aComputational Models of Motivation for Game-Playing Agents _cby Kathryn E Merrick |
| 260 |
_aCham _bSpringer International Publishing _c2016 |
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| 300 |
_a1 recurso en línea (XVII, 213 páginas) _b66 ilustraciones, 23 ilustraciones en color |
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| 336 |
_aTexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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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 | 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 |
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| 942 |
_2lcc _cLE |
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| 988 | _aEBOOK, asignarmaterias , EBSPRINGER | ||
| 650 | 7 |
_aInteligencia artificial _0comprobar BNE19900997218 _2embne _9413115 |
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| 650 | 7 |
_aAgentes inteligentes (Programas de ordenador) _0(OCoLC)975909 _2embne _0 _9160930 |
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| 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 | ||
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_a.b12952928 _b10-10-17 _c21-11-16 |
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_aQA76.76.I58 M477 2016 EB _g1 _ieBOOK _j0 _lmae _o- _pEUR0.00 _q- _r- _sb _t15 _u0 _v0 _w0 _x0 _y.i11595541 _z06-04-17 |
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