Agents for Games and Simulations II: Trends in Techniques, Concepts and Design

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While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games.

This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.

Author(s): Koen V. Hindriks, Birna van Riemsdijk, Tristan Behrens, Rien Korstanje (auth.), Frank Dignum (eds.)
Series: Lecture Notes in Computer Science 6525 Lecture Notes in Artificial Intelligence
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2011

Language: English
Pages: 206
Tags: Artificial Intelligence (incl. Robotics); Computer Communication Networks; Software Engineering; Computation by Abstract Devices; Simulation and Modeling; Special Purpose and Application-Based Systems

Front Matter....Pages -
Unreal Goal Bots....Pages 1-18
A Periphery of Pogamut: From Bots to Agents and Back Again....Pages 19-37
Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System....Pages 38-52
Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems....Pages 53-66
Towards an Architecture for Collaborative Human/AI Control of Interactive Characters....Pages 67-75
An Architecture for Directing Value-Driven Artificial Characters....Pages 76-90
Implicitly and Intelligently Influencing the Interactive Experience....Pages 91-98
Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach....Pages 99-116
Guiding User Adaptation in Serious Games....Pages 117-131
Using Agent Technology to Build a Real-World Training Application....Pages 132-147
Semi-Automated Dialogue Act Classification for Situated Social Agents in Games....Pages 148-162
Using Exclusion Logic to Model Social Practices....Pages 163-178
Making Games ALIVE: An Organisational Approach....Pages 179-191
Building Quests for Online Games with Virtual Institutions....Pages 192-206
Back Matter....Pages -