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companions_in_games [2009-01-26 12:44] davegriffithscompanions_in_games [2009-01-26 12:46] davegriffiths
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   * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, so it's generally left out, or a language which you can't quite understand is used instead, but which still conveys basic levels of emotion.   * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, so it's generally left out, or a language which you can't quite understand is used instead, but which still conveys basic levels of emotion.
   * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it".   * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it".
-  * Collective intelligence is generally more robust, and more fun than relying on a single agent.+  * Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent
 +  * Migration has been tried in games, and was generally seen as a successful experiment, although yet to be fully realised.
  • companions_in_games.txt
  • Last modified: 2009-01-29 13:16
  • by davegriffiths