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

ISBN-10: 3642181805

ISBN-13: 9783642181801

While contemporary video game engines and multi-agent systems cross-fertilize one another to some degree, the applied sciences utilized in those parts aren't without problems suitable as a result of a few adjustments of their basic issues. the place video game engines prioritize potency and relevant keep an eye on, multi-agent structures specialize in agent autonomy and complex communique features. This quantity provides an summary of the present state-of-the-art for individuals wishing to mix agent know-how with (serious) video games.

This cutting-edge survey incorporates a number of papers offered at AGS 2010; the second one foreign Workshop on brokers for video games and Simulations, hung on may well 10, 2010, in Toronto, in addition to prolonged models of papers from different workshops and from the AAMAS convention. The 14 papers are prepared in 3 topical sections concentrating on architectures combining brokers and online game engines, at the education facets of the video games, on social and organizational features of video games and brokers, respectively.

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It would be an advantage if the researchers can use a middleware facilitating this infrastructure work. It would be even better, for the purposes of evaluation, if all of these researchers use a common middleware. Section 5 proposes that Pogamut can be used for this purpose. 1 Internal or External Coupling? Integrating a DMS into a game engine. Integration of an existing DMS into a GE means to re-implement the existing solution inside the framework (code base) of the engine. The advantages are as follows: ƒ ƒ The integration may utilise all features of the GE.

Agents for Games and Simulations II, LNAI 6525, pp. 38–52, 2011. c Springer-Verlag Berlin Heidelberg 2011 Goal-Based Communication Using BDI Agents as Virtual Humans 39 safety critical systems we need competent and experienced decision makers. Scenario-based simulator training is considered very appropriate for learning decision making in complex environments [1]. Common practice to realize this in simulation-training is to use Subject Matter Experts (SMEs) (usually staff members) to play the role of key players [2].

LNCS, vol. 5920, pp. 1–15. Springer, Heidelberg (2009) 12. : Emohawk: Searching for a “Good” Emergent Narrative. , Petta, P. ) ICIDS 2009. LNCS, vol. 5915, pp. 86–91. Springer, Heidelberg (2009) 13. : Timing in Episodic Memory: Virtual Characters in Action. In: Proceedings of AISB workshop Remembering Who We Are – Human Memory For Artificial Agents, Leicester, UK (to appear) 14. : Towards Conscious-like Behavior in Computer Game Characters. In: Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp.

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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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