Architectures | |
Unreal Goal Bots: Conceptual Design of a Reusable Interface | p. 1 |
A Periphery of Pogamut: From Bots to Agents and Back Again | p. 19 |
Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System | p. 38 |
Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems | p. 53 |
Towards an Architecture for Collaborative Human/AI Control of Interactive Characters | p. 67 |
Training and Story Lines | |
An Architecture for Directing Value-Driven Artificial Characters | p. 76 |
Implicitly and Intelligently Influencing the Interactive Experience | p. 91 |
Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach | p. 99 |
Guiding User Adaptation in Serious Games | p. 117 |
Using Agent Technology to Build a Real-World Training Application | p. 132 |
Social Behavior and Organization | |
Semi-Automated Dialogue Act Classification for Situated Social Agents in Games | p. 148 |
Using Exclusion Logic to Model Social Practices | p. 163 |
Making Games Alive: An Organisational Approach | p. 179 |
Building Quests for Online Games with Virtual Institutions | p. 192 |
Author Index | p. 207 |
Table of Contents provided by Ingram. All Rights Reserved. |
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.