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companions_in_games [2009-01-26 12:44] – davegriffiths | companions_in_games [2009-01-26 12:47] – 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, | * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, | ||
* 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 |
+ | * Migration of companions has been tried in games, and was generally seen as a successful experiment, although yet to be fully realised. |