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Agents for Games and Simulations II

Trends in Techniques, Concepts and Design, Lecture Notes in Artificial Intelligence - Lecture Notes in Computer Science 6525

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Bibliografische Daten
ISBN/EAN: 9783642181801
Sprache: Englisch
Umfang: X, 206 S.
Auflage: 1. Auflage 2011
Einband: kartoniertes Buch

Beschreibung

InhaltsangabeArchitectures: Unreal Goal Bots: Conceptual Design of a Reusable Interface,- A Periphery of Pogamut: From Bots to Agents and Back Again,- Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System,- Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems,- Towards an Architecture for Collaborative Human/AI Control of Interactive Characters Training and Story Lines: An Architecture for Directing Value-Driven Artificial Characters,- Implicitly and Intelligently Influencing the Interactive Experience,- Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach,- Guiding User Adaptation in Serious Games,- Using Agent Technology to Build a Real-World Training Application,- Social Behavior and Organization: Semi-Automated Dialogue Act Classification for Situated Social Agents in GamesUsing Exclusion Logic to Model Social Practices,- Making Games ALIVE: An Organisational Approach,- Building Quests for Online Games with Virtual Institutions

Inhalt

Architectures: Unreal Goal Bots: Conceptual Design of a Reusable Interface,- A Periphery of Pogamut: From Bots to Agents and Back Again,- Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System,- Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems,- Towards an Architecture for Collaborative Human/AI Control of Interactive Characters Training and Story Lines: An Architecture for Directing Value-Driven Artificial Characters,- Implicitly and Intelligently Influencing the Interactive Experience,- Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach,- Guiding User Adaptation in Serious Games,- Using Agent Technology to Build a Real-World Training Application,- Social Behavior and Organization: Semi-Automated Dialogue Act Classification for Situated Social Agents in GamesUsing Exclusion Logic to Model Social Practices,- Making Games ALIVE: An Organisational Approach,- Building Quests for Online Games with Virtual Institutions