Towards conscious-like behavior in computer game characters

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dc.contributor.author Arrabales, Raúl
dc.contributor.author Ledezma Espino, Agapito Ismael
dc.contributor.author Sanchis de Miguel, María Araceli
dc.date.accessioned 2011-03-01T10:54:45Z
dc.date.available 2011-03-01T10:54:45Z
dc.date.issued 2009
dc.identifier.bibliographicCitation Proceedings of the IEEE Symposium on Computational Intelligence and Games, 2009 (CIG-2009) pp. 217-224.
dc.identifier.isbn 978-1-4244-4814-2
dc.identifier.uri http://hdl.handle.net/10016/10388
dc.description Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy, 7-10 Septiembre, 2009.
dc.description.abstract 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.
dc.description.sponsorship This work was supported by the Spanish Ministry of Education under CICYT grant TRA2007-67374-C02-02.
dc.format.mimetype application/pdf
dc.language.iso eng
dc.publisher IEEE
dc.rights © IEEE
dc.subject.other AI techniques
dc.subject.other Artificial cognitive architectures
dc.subject.other Artificial intelligence techniques
dc.subject.other Computer game characters
dc.subject.other Conscious-like behavior
dc.subject.other First person shooter
dc.subject.other Human cognition
dc.subject.other Machine consciousness
dc.subject.other Real complex systems
dc.subject.other Synthetic characters
dc.subject.other Video game
dc.title Towards conscious-like behavior in computer game characters
dc.type bookPart
dc.type conferenceObject
dc.description.status Publicado
dc.relation.publisherversion http://dx.doi.org/10.1109/CIG.2009.5286473
dc.subject.eciencia Informática
dc.identifier.doi 10.1109/CIG.2009.5286473
dc.rights.accessRights openAccess
dc.type.version acceptedVersion
dc.relation.eventdate 7-10 Septiembre, 2009
dc.relation.eventplace Milano (Italy)
dc.relation.eventtitle IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009)
dc.identifier.publicationfirstpage 217
dc.identifier.publicationlastpage 224
dc.identifier.publicationtitle Proceedings of the IEEE Symposium on Computational Intelligence and Games, 2009 (CIG-2009)
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