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Great Expectations: Prediction in Entertainment Applications

  • Robert Burke
Part of the Cognitive Technologies book series (COGTECH)

Summary

The entertainment world is full of applications for expressive, adaptive agents. Many of these applications feature some sort of “creatures” — anthropomorphic or not — that maintain the illusion of life while interacting both with one another and with human participants. This chapter discusses agent-based approaches to implementing those creatures, beginning with a discussion of high-level concepts — such as motivation, perception, and action—selection — in the context of a specific architecture that is representative of many similar systems found in the entertainment world. It then illustrates how the integration of a representation for prediction into that architecture allows for new forms of learning, adaptation, and expressive behavior. This discussion is meant to provide an accessible introduction, and hopefully includes some thought-provoking ideas for those who are similarly interested in building life-like creatures.

Keywords

Great Expectation Hockey Player Salient Event Opposing Team Predictor Context 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2004

Authors and Affiliations

  • Robert Burke
    • 1
  1. 1.MediaLabEuropeMindGames GroupDublin 8Ireland

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