Dignum | Agents for Games and Simulations II | Buch | 978-3-642-18180-1 | sack.de

Buch, Englisch, 206 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 343 g

Reihe: Lecture Notes in Artificial Intelligence

Dignum

Agents for Games and Simulations II

Trends in Techniques, Concepts and Design
1. Auflage. 2011
ISBN: 978-3-642-18180-1
Verlag: Springer

Trends in Techniques, Concepts and Design

Buch, Englisch, 206 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 343 g

Reihe: Lecture Notes in Artificial Intelligence

ISBN: 978-3-642-18180-1
Verlag: Springer


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.

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Architectures:
Unreal Goal Bots: Conceptual Design of a Reusable Interface,- A Periphery of Pogamut: From Bots to Agents and Back Again,- Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System,- Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems,- Towards an Architecture for Collaborative Human/AI Control of Interactive Characters Training and Story Lines: An Architecture for Directing Value-Driven Artificial Characters,- Implicitly and Intelligently Influencing the Interactive Experience,- Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach,- Guiding User Adaptation in Serious Games,- Using Agent Technology to Build a Real-World Training Application,- Social Behavior and Organization: Semi-Automated Dialogue Act Classification for Situated Social Agents in GamesUsing Exclusion Logic to Model Social Practices,-Making Games ALIVE: An Organisational Approach,- Building Quests for Online Games with Virtual Institutions



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