Agents for games and simulations : trends in techniques, concepts and design / Frank Dignum [and others] (eds.).

By: (1st : International Workshop on Agents for Games and Simulations (1st : 2009 : Budapest, Hungary)
Contributor(s): Dignum, Frank, 1961-
Material type: TextTextSeries: SerienbezeichnungLecture notes in computer science: 5920.; Lecture notes in computer science: ; Lecture notes in computer science: ; LNCS sublibrary: Publisher: Berlin ; New York : Springer, ©2009Description: 1 online resource (x, 236 pages) : illustrationsContent type: text Media type: computer Carrier type: online resourceISBN: 9783642111983; 364211198XSubject(s): Multiagent systems -- Congresses | Artificial intelligence -- Congresses | Electronic games -- Congresses | Computer simulation -- Congresses | Informatique | Artificial intelligence | Computer simulation | Electronic games | Multiagent systems | algoritmen | algorithms | computeranalyse | computer analysis | wiskunde | mathematics | simulatiemodellen | simulation models | computerwetenschappen | computer sciences | kunstmatige intelligentie | artificial intelligence | computational science | datamining | data mining | logica | logic | Information and Communication Technology (General) | Informatie- en communicatietechnologie (algemeen)Genre/Form: Electronic books. | Conference papers and proceedings. Additional physical formats: Print version:: Agents for games and simulations.DDC classification: 006.3 LOC classification: QA76.76.I58 | I584 2009Online resources: Click here to access online
Contents:
Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents -- Distributed Platform for Large-Scale Agent-Based Simulations -- Two Case Studies for Jazzyk BSM -- A Teamwork Infrastructure for Computer Games with Real-Time Requirements -- The MMOG Layer: MMOG Based on MAS -- Architecture for Affective Social Games -- Enhancing Embodied Conversational Agents with Social and Emotional Capabilities -- Intelligent NPCs for Educational Role Play Game -- Design of a Decision Maker Agent for a Distributed Role Playing Game -- Experience of the SimParc Project -- NonKin Village: An Embeddable Training Game Generator for Learning Cultural Terrain and Sustainable Counter-Insurgent Operations -- On Evaluating Agents for Serious Games -- A PDDL-Based Planning Architecture to Support Arcade Game Playing -- Agent-Based Aircraft Control Strategies in a Simulated Environment -- Adaptive Serious Games Using Agent Organizations -- Intelligent Agent Modeling as Serious Game.
In: Springer - LINKSummary: 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.
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"AGS 2009, The First International Workshop on Agents for Games and Simulations held on May 11 in Budapest"--Preface.

Includes bibliographical references and index.

Print version record.

Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents -- Distributed Platform for Large-Scale Agent-Based Simulations -- Two Case Studies for Jazzyk BSM -- A Teamwork Infrastructure for Computer Games with Real-Time Requirements -- The MMOG Layer: MMOG Based on MAS -- Architecture for Affective Social Games -- Enhancing Embodied Conversational Agents with Social and Emotional Capabilities -- Intelligent NPCs for Educational Role Play Game -- Design of a Decision Maker Agent for a Distributed Role Playing Game -- Experience of the SimParc Project -- NonKin Village: An Embeddable Training Game Generator for Learning Cultural Terrain and Sustainable Counter-Insurgent Operations -- On Evaluating Agents for Serious Games -- A PDDL-Based Planning Architecture to Support Arcade Game Playing -- Agent-Based Aircraft Control Strategies in a Simulated Environment -- Adaptive Serious Games Using Agent Organizations -- Intelligent Agent Modeling as Serious Game.

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.

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