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Towards Conscious-like Behavior in Computer Game Characters

机译:在计算机游戏角色中的有意识的行为

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The main sources of inspiration for the design of more engaging synthetic characters are existing psychological models of human cognition. Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on partial aspects of the real complex systems involved in the generation of human-like behavior. Emotions, planning, learning, user modeling, set shifting, and attention mechanisms are some remarkable examples of features typically considered in isolation within classical AI control models. Artificial cognitive architectures aim at integrating many of these aspects together into effective control systems. However, the design of this sort of architectures is not straightforward. In this paper, we argue that current research efforts in the young field of Machine Consciousness (MC) could contribute to tackle complexity and provide a useful framework for the design of more appealing synthetic characters. This hypothesis is illustrated with the application of a novel consciousness-based cognitive architecture to the development of a First Person Shooter video game character.
机译:设计更具吸引力合成特征的设计的主要灵感来源是人类认知的现有心理模型。通常,这些模型和相关的人工智能(AI)技术基于所涉及的人类类似行为的真实复杂系统的部分方面。情绪,规划,学习,用户建模,设置转移和注意机制是通常在经典AI控制模型中隔离的特征的一些显着示例。人工认知架构旨在将许多这些方面集成在一起成为有效的控制系统。然而,这种架构的设计并不简单。在本文中,我们认为,当前机器意识的年轻领域(MC)的研究努力可能有助于解决复杂性并为设计更具吸引力的合成人物提供有用的框架。该假设通过应用基于新的意识的认知架构来发展到第一人称射击视频游戏角色的发展。

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