Publication:
Towards conscious-like behavior in computer game characters

dc.affiliation.dptoUC3M. Departamento de Informáticaes
dc.affiliation.grupoinvUC3M. Grupo de Investigación: Laboratorio de Control, Aprendizaje y Optimización de Sistemas (CAOS)es
dc.contributor.authorArrabales, Raúl
dc.contributor.authorLedezma Espino, Agapito Ismael
dc.contributor.authorSanchis de Miguel, María Araceli
dc.date.accessioned2011-03-01T10:54:45Z
dc.date.available2011-03-01T10:54:45Z
dc.date.issued2009
dc.descriptionProceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy, 7-10 Septiembre, 2009.
dc.description.abstractThe 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.
dc.description.sponsorshipThis work was supported by the Spanish Ministry of Education under CICYT grant TRA2007-67374-C02-02.
dc.description.statusPublicado
dc.format.mimetypeapplication/pdf
dc.identifier.bibliographicCitationProceedings of the IEEE Symposium on Computational Intelligence and Games, 2009 (CIG-2009) pp. 217-224.
dc.identifier.doi10.1109/CIG.2009.5286473
dc.identifier.isbn978-1-4244-4814-2
dc.identifier.publicationfirstpage217
dc.identifier.publicationlastpage224
dc.identifier.publicationtitleProceedings of the IEEE Symposium on Computational Intelligence and Games, 2009 (CIG-2009)
dc.identifier.urihttps://hdl.handle.net/10016/10388
dc.language.isoeng
dc.publisherIEEE
dc.relation.eventdate7-10 Septiembre, 2009
dc.relation.eventplaceMilano (Italy)
dc.relation.eventtitleIEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009)
dc.relation.publisherversionhttp://dx.doi.org/10.1109/CIG.2009.5286473
dc.rights© IEEE
dc.rights.accessRightsopen access
dc.subject.ecienciaInformática
dc.subject.otherAI techniques
dc.subject.otherArtificial cognitive architectures
dc.subject.otherArtificial intelligence techniques
dc.subject.otherComputer game characters
dc.subject.otherConscious-like behavior
dc.subject.otherFirst person shooter
dc.subject.otherHuman cognition
dc.subject.otherMachine consciousness
dc.subject.otherReal complex systems
dc.subject.otherSynthetic characters
dc.subject.otherVideo game
dc.titleTowards conscious-like behavior in computer game characters
dc.typeconference paper*
dc.type.hasVersionAM*
dspace.entity.typePublication
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