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

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Research on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation.

This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.

Author(s): Jakub Gemrot, Rudolf Kadlec, Michal Bída (auth.), Frank Dignum, Jeff Bradshaw, Barry Silverman, Willem van Doesburg (eds.)
Series: Lecture Notes in Computer Science 5920 : Lecture Notes in Artificial Intelligence
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2009

Language: English
Pages: 237
Tags: Artificial Intelligence (incl. Robotics); Mathematical Logic and Formal Languages; Computation by Abstract Devices; Data Mining and Knowledge Discovery; Simulation and Modeling; Algorithm Analysis and Problem Complexity

Front Matter....Pages -
Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents....Pages 1-15
Distributed Platform for Large-Scale Agent-Based Simulations....Pages 16-32
Two Case Studies for Jazzyk BSM....Pages 33-47
A Teamwork Infrastructure for Computer Games with Real-Time Requirements....Pages 48-62
The MMOG Layer: MMOG Based on MAS....Pages 63-78
Architecture for Affective Social Games....Pages 79-94
Enhancing Embodied Conversational Agents with Social and Emotional Capabilities....Pages 95-106
Intelligent NPCs for Educational Role Play Game....Pages 107-118
Design of a Decision Maker Agent for a Distributed Role Playing Game – Experience of the SimParc Project....Pages 119-134
NonKin Village: An Embeddable Training Game Generator for Learning Cultural Terrain and Sustainable Counter-Insurgent Operations....Pages 135-154
On Evaluating Agents for Serious Games....Pages 155-169
A PDDL-Based Planning Architecture to Support Arcade Game Playing....Pages 170-189
Agent-Based Aircraft Control Strategies in a Simulated Environment....Pages 190-205
Adaptive Serious Games Using Agent Organizations....Pages 206-220
Intelligent Agent Modeling as Serious Game....Pages 221-236
Back Matter....Pages -