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Titlebook: Believable Bots; Can Computers Play L Philip Hingston Book 2012 Springer-Verlag Berlin Heidelberg 2012 agents.artificial intelligence.avata

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樓主: NERVE
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發(fā)表于 2025-3-23 13:41:52 | 只看該作者
12#
發(fā)表于 2025-3-23 16:13:54 | 只看該作者
https://doi.org/10.1007/978-3-642-87064-4tionary perspective of the development of consciousness in biological organisms. In this context, consciousness is considered as an evolutionary advantage that provides the individual with a highly adaptive super-function, i.e. effective synergistic integration of a number of cognitive functions. .
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發(fā)表于 2025-3-23 21:32:25 | 只看該作者
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發(fā)表于 2025-3-23 23:01:33 | 只看該作者
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發(fā)表于 2025-3-24 02:37:14 | 只看該作者
Techniken der Investitionsplanung,en players, which is difficult to realize in a bot but essential to achieve a human-like playing style. In a previous work, we found that in Turing Tests, players mainly use three usual shortcomings of current bot implementations to identify them as computer players, a certain level of playing stren
16#
發(fā)表于 2025-3-24 09:43:30 | 只看該作者
Die frühen Phasen der IPSS-Entwicklungademic researchers, their particular features, what are the main problems they want to deal with and how they approach them. Besides, we identify which are the key properties and behaviours required to consider a racing non-player character (NPC) as believable or not, always from the point of view o
17#
發(fā)表于 2025-3-24 14:23:51 | 只看該作者
,Rethinking the Human–Agent Relationship: Which Social Cues Do Interactive Agents Really Need to Havtred sociality, four aspects of sociality, namely forms of grouping, attachment, reciprocity, and reflexivity are presented and transferred to the field of human–humanoid interaction studies. Six case studies with three different types of humanoid robots are presented, in which the participants had
18#
發(fā)表于 2025-3-24 18:33:44 | 只看該作者
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發(fā)表于 2025-3-24 19:51:37 | 只看該作者
20#
發(fā)表于 2025-3-25 00:29:42 | 只看該作者
,Embodied Conversational Agent Avatars in Virtual Worlds: Making Today’s Immersive Environments Morepic of active research, but promise soon to rival the sophistication of virtual human agents developed on stand-alone platforms over the last decade. Such agents in today’s VWs grew out of two lines of historical research: Virtual Reality and Artificial Intelligence.Their merger forms the basis for
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