Download Agents for Educational Games and Simulations: International by Surangika Ranathunga, Stephen Cranefield (auth.), Martin PDF

By Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)

This e-book is composed ordinarily of revised papers that have been provided on the brokers for academic video games and Simulation (AEGS) workshop hung on might 2, 2011, as a part of the self sufficient brokers and MultiAgent platforms (AAMAS) convention in Taipei, Taiwan. The 12 complete papers provided have been rigorously reviewed and chosen from quite a few submissions. The papers are prepared topical sections on middleware functions, dialogues and studying, adaption and convergence, and agent applications.

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Additional resources for Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers

Sample text

Affordance theory for improving the rapid generation, composability, and reusability of synthetic agents and objects. nl CIGA: A Middleware for Intelligent Agents in Virtual Environments 37 7. : A framework for implementing deliberative agents in computer games. In: Proceedings of the 20th European Conference on Modeling and Simulation, ECMS 2006 (2006) 8. : CoJACK - Achieving Principled Behaviour Variation in a Moderated Cognitive Architecture. In: Proceedings of the 17th Conference on Behavior Representation in Modeling and Simulation (2008) 9.

2 POSH POSH action selection was originally developed in the late 1990s in response to criticism of what was at the time an extremely popular agent design approach (at least in academic discussion): the Subsumption Architecture (SA) [27]. SA was used to produce considerable advances in real-time intelligent agents, particularly robotics. It consists primarily of two components: a highly modular architecture where every action is coded with the perception it needs to operate; and a complex, highly distributed form of action selection to arbitrate between the actions that would be produced by the various modules.

Last, the required connection between the two specialized software systems introduces some technical issues concerning software engineering. Current attempts in combining these technologies often use a pragmatic approach when tackling these design issues. A direct connection between a game engine and a MAS is created either with or without the help of standard technologies or interfaces that may provide access to a specific game engine [1] or range of MASs [3]. Although such an approach can be a productive solution, design decisions are often influenced and bounded by the individual capabilities of the employed technologies.

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