Koen V. Hindriks, Birna van Riemsdijk, Tristan Behrens, Rien's Agents for Games and Simulations II: Trends in Techniques, PDF

By Koen V. Hindriks, Birna van Riemsdijk, Tristan Behrens, Rien Korstanje (auth.), Frank Dignum (eds.)

ISBN-10: 3642181805

ISBN-13: 9783642181801

While present day video game engines and multi-agent systems cross-fertilize one another to some degree, the applied sciences utilized in those components will not be with ease appropriate as a result of a few transformations of their fundamental issues. the place online game engines prioritize potency and critical keep an eye on, multi-agent structures specialize in agent autonomy and complicated conversation services. This quantity provides an outline of the present cutting-edge for individuals wishing to mix agent know-how with (serious) video games.

This state of the art survey incorporates a number of papers awarded at AGS 2010; the second one overseas Workshop on brokers for video games and Simulations, hung on may well 10, 2010, in Toronto, in addition to prolonged types of papers from different workshops and from the AAMAS convention. The 14 papers are prepared in 3 topical sections targeting architectures combining brokers and video game engines, at the education features of the video games, on social and organizational facets of video games and brokers, respectively.

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

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The next section will look at this topic from more technical standpoint, introducing a particular implementation of the abstract model. 5 Pogamut 3 Platform, GE–DMS Mediation Layer The purpose of this section is to present the architecture of Pogamut 3 as a mediation layer between a GE and an agent DMS. The development of such layer is technically hard by itself. First, developers need to understand the complex, often undocumented code of the GE before they can even start thinking about the translation of facts into A Periphery of Pogamut: From Bots to Agents and Back Again 31 an agent DMS.

Gemrot. : Joint behaviour for virtual humans. Master’s thesis. Charles University, Prague (2009) 17. 2010) 18. Virtual Battlespace 2. 2010) 19. StarCraft. 2010) 20. Defcon: Everybody dies. 2010) 21. : Believable Agents: Building Interactive Personalities. D. diss. Carnegie Mellon University (1997) 22. R. In: Game Developer’s Conference Proceedings (2006) 23. : AgentSpeak(L): BDI agents speak out in a logical computable language. , Van de Velde, W. ) MAAMAW 1996. LNCS, vol. 1038. Springer, Heidelberg (1996) 24.

A trainee takes on the role of the commanding officer during a fire-fighting incident situation. Intelligent agents fulfill the roles of the remaining officers in the damage control organization. A director agent controls the scenario and evaluates the trainee’s performance. An impression of the simulation environment is illustrated in Figure 1. Fig. 1. CARIM Screenshot A complete technical overview of the system is described in [16]. Ideas and design decisions for the director agent can be found in [17,18].

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Agents for Games and Simulations II: Trends in Techniques, Concepts and Design by Koen V. Hindriks, Birna van Riemsdijk, Tristan Behrens, Rien Korstanje (auth.), Frank Dignum (eds.)


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