Computational Models of Motivation for Game-Playing Agents (Record no. 56256)

000 -LEADER
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.
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-- text
-- txt
-- rdacontent
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-- computer
-- c
-- rdamedia
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-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- 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.
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-- ZDB-2-SCS

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