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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;
This book covers the design, application and evaluation of computational models of motivation in reinforcement learning. The performance of these models is demonstrated by applications in simulated game scenarios and a live, open-ended, virtual world.
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