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Believable Bots

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Believable Bots
Lowest price (incl. delivery)
14 299,00 JPY
Typical price1 018,59 PLN
Lowest (90 days)71,50 PLN
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Last updated1 săptămână în urmă
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Price history (90 days)
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2026-08-08 2026-08-15
Istoricul prețurilor
Actualizat laPreț
2026-08-0884,99
2026-08-1571,50
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SP SpringerNatureLink Shop INT 14 299,00 JPY free 14 299,00 JPY Disponibil 5 zile în urmă View offer
SP Springer Nature Author 14 299,00 JPY 29,00 JPY 14 328,00 JPY Disponibil 1 săptămână în urmă View offer
SP SpringerNatureLink Shop INT 99,99 USD 25,00 USD 124,99 USD Disponibil 5 zile în urmă View offer
SP SpringerNatureLink Shop INT 109,99 USD 19,00 USD 128,99 USD Disponibil 5 zile în urmă View offer
SP SpringerNatureLink Shop INT 109,99 USD 15,00 USD 124,99 USD Disponibil 5 zile în urmă View offer
SP SpringerNatureLink Shop INT 118,00 EUR free 118,00 EUR Disponibil 5 zile în urmă View offer

Prețurile și disponibilitatea se pot modifica. Ultima actualizare: 08.08.2026 23:21.

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We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.

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