reine Buchbestellungen ab 5 Euro senden wir Ihnen Portofrei zuDiesen Artikel senden wir Ihnen ohne weiteren Aufpreis als PAKET

Computational Models of Motivation for Game-Playing Agents
(Englisch)
Kathryn E. Merrick

Print on Demand - Dieser Artikel wird für Sie gedruckt!

86,45 €

inkl. MwSt. · Portofrei
Dieses Produkt wird für Sie gedruckt, Lieferzeit ca. 10 Werktage
Menge:

Computational Models of Motivation for Game-Playing Agents

Medium
Seiten
Erscheinungsdatum
Erscheinungsjahr
Sprache
Kategorie
Buchtyp
Warengruppenindex
Warengruppe
Detailwarengruppe
Laenge
Breite
Hoehe
Gewicht
Hersteller Artikelnummer
Herkunft
Relevanz
Referenznummer
Verantwortlich für dieses Produkt
  • Springer Basel AG
    Picassoplatz 4
    CH-4010 Basel
    +41 61 2050707
Moluna-Artikelnummer
  • 119371277

Produktbeschreibung

Focuses on three influential cognitive motives: achievement, affiliation, and power motivation

Addresses practical issues for defining games, mini-games and in-game scenarios for virtual worlds

Useful for game programmers and artificial intelligence researchers

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. 


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. 


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.


"Merrick´s book helps game designers, programmers and researchers to create Non-Player Characters (NPCs, i.e. agents) that have human like motives. ... Throughout the book the reader will find a wealth of modelling approaches and scenarios that can be used directly and applied to real computer games. ... Concluding, Computational Models of Motivation for Game-Playing Agents will make a nice addition to the bookshelf of game designers, undergraduate students on computer game development courses and professional game researchers.” (Spyridon Samothrakis, Genetic Programming and Evolvable Machines, Vol. 19 (4), December 2018)

"This is an interesting book on an interesting topic. It would be of interest to many in the field of AI, particularly those in multiagent systems and game playing.” (Computing Reviews, June, 2017)


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. 


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. 


"Merrick's book helps game designers, programmers and researchers to create Non-Player Characters (NPCs, i.e. agents) that have human like motives. ... Throughout the book the reader will find a wealth of modelling approaches and scenarios that can be used directly and applied to real computer games. ... Concluding, Computational Models of Motivation for Game-Playing Agents will make a nice addition to the bookshelf of game designers, undergraduate students on computer game development courses and professional game researchers." (Spyridon Samothrakis, Genetic Programming and Evolvable Machines, Vol. 19 (4), December 2018)

"This is an interesting book on an interesting topic. It would be of interest to many in the field of AI, particularly those in multiagent systems and game playing." (Computing Reviews, June, 2017)



Inhaltsverzeichnis



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. 


Klappentext

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.




Focuses on three influential cognitive motives: achievement, affiliation, and power motivation

Addresses practical issues for defining games, mini-games and in-game scenarios for virtual worlds

Useful for game programmers and artificial intelligence researchers

Includes supplementary material: sn.pub/extras

leseprobe



Datenschutz-Einstellungen