Computational Models of Motivation for Game-Playing Agents

Front Cover
Springer, Sep 22, 2016 - 213 pages
0 Reviews

The focus of this book is on three influential cognitive motives: achievement, affiliation, and power motivation. Incentive-based theories of achievement, affiliation and power motivation are the basis for competence-seeking behaviour, relationship-building, leadership, and resource-controlling behaviour in humans. In this book we show how these motives can be modelled and embedded in artificial agents to achieve behavioural diversity. Theoretical issues are addressed for representing and embedding computational models of motivation in rule-based agents, learning agents, crowds and evolution of motivated agents. Practical issues are addressed for defining games, mini-games or in-game scenarios for virtual worlds in which computer-controlled, motivated agents can participate alongside human players.

The book is structured into four parts: game playing in virtual worlds by humans and agents; comparing human and artificial motives; game scenarios for motivated agents; and evolution and the future of motivated game-playing agents. It will provide game programmers, and those with an interest in artificial intelligence, with the knowledge required to develop diverse, believable game-playing agents for virtual worlds.

 

What people are saying - Write a review

We haven't found any reviews in the usual places.

Contents

List of Algorithms
1
Game Playing in Virtual Worlds by Humans and Agents
2
1 From Player Types to Motivation
3
2 Computational Models of Achievement Affiliation and Power Motivation
21
3 GamePlaying Agents and Nonplayer Characters
45
Comparing Human and Artificial Motives
66
4 Achievement Motivation
69
5 Profiles of Achievement Affiliation and Power Motivation
83
7 Pets and Partner Characters
127
8 Support Characters
144
Evolution and the Future of Motivated Agents
160
9 Evolution of Motivated Agents
161
10 Conclusion and Future
185
Appendix ATransformations of Social DilemmaGames
197
Appendix BFlocking Parameter ValuesUsed in Breadcrumbs
206
Index
209

Game Scenarios for Motivated Agents
96
6 Enemies
99

Other editions - View all

Common terms and phrases

Bibliographic information