Affective Computing for Computer Games

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Details

Just like traditional AI applications, game AI mainly
focuses
on rational inference. But in the real world, human
decision making
is not only involving rationality, but also sense. In
this book, we
propose an architecture for the bot designers to
include affective
computing in a game bot by attributing emotions to
the bot. The
architecture is based upon a variety of theories,
including the
famous OCC model. It treats Joy, Fear, Anger,
Disgust, and Distress
as five basic emotions. It uses three emotional
variables, namely,
Desirability of an event, Blameworthiness or
Praiseworthiness of an
action, and Appealingness of an object, to evaluate
how a specific
emotion is affected by the environment. In addition
to an ordinary
Rational Action Engine, which controls the rational
behavior of a
bot, we add an Emotional Action Engine in the
architecture to make
the emotional behavior possible. An Action Arbitrator
is equipped to
decide, given a specific time and space, whether a
bot should follow
the rational or emotional inference. The arbitrator
simulates how
humans solve the conflicts between reason and emotion.

Autorentext

Keun-Lin Liu is dedicated his career in software development fora decade, he is interesting in applying AI techniques in game design.Dr. Cheng-Seen Ho is a professor of Department of ComputerScience and Information Engineering, NTUST. His major research interest is ArtificialIntelligence.


Klappentext

Just like traditional AI applications, game AI mainlyfocuses on rational inference. But in the real world, humandecision making is not only involving rationality, but also sense. Inthis book, we propose an architecture for the bot designers toinclude affective computing in a game bot by attributing emotions tothe bot. The architecture is based upon a variety of theories,including the famous OCC model. It treats Joy, Fear, Anger,Disgust, and Distress as five basic emotions. It uses three emotionalvariables, namely, Desirability of an event, Blameworthiness orPraiseworthiness of an action, and Appealingness of an object, to evaluatehow a specific emotion is affected by the environment. In additionto an ordinary Rational Action Engine, which controls the rationalbehavior of a bot, we add an Emotional Action Engine in thearchitecture to make the emotional behavior possible. An Action Arbitratoris equipped to decide, given a specific time and space, whether abot should follow the rational or emotional inference. The arbitratorsimulates how humans solve the conflicts between reason and emotion.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783639161649
    • Sprache Englisch
    • Größe H4mm x B220mm x T150mm
    • Jahr 2009
    • EAN 9783639161649
    • Format Kartonierter Einband (Kt)
    • ISBN 978-3-639-16164-9
    • Titel Affective Computing for Computer Games
    • Autor Keun-Lin Liu
    • Untertitel Bots with Emotions
    • Gewicht 107g
    • Herausgeber VDM Verlag
    • Anzahl Seiten 68
    • Genre Informatik

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