By Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)
This e-book is composed in general of revised papers that have been provided on the brokers for academic video games and Simulation (AEGS) workshop hung on may perhaps 2, 2011, as a part of the self sustaining brokers and MultiAgent structures (AAMAS) convention in Taipei, Taiwan. The 12 complete papers provided have been conscientiously reviewed and chosen from a variety of submissions. The papers are geared up topical sections on middleware purposes, dialogues and studying, adaption and convergence, and agent applications.
Read or Download Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers PDF
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Additional resources for Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers
Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System. In: Dignum, F. ) Agents for Games and Simulations II. LNCS, vol. 6525, pp. 38–52. Springer, Heidelberg (2011) 22. : An architecture for integrating plan-based behavior generation with interactive game environments. Journal of Game Development 1(1) (2004) How to Compare Usability of Techniques for the Specification of Virtual Agents’ Behavior? An Experimental Pilot Study with Human Subjects Jakub Gemrot1, Cyril Brom1, Joanna Bryson2, and Michal Bída1 1 Faculty of Mathematics and Physics, Charles University in Prague, Malostranske namesti 25, 118 00, Prague 1, Czech Republic 2 University of Bath, Bath, BA2 7AY, United Kingdoms Abstract.
For example, in [22,16], Mimesis is presented as an architecture to integrate special-purpose intelligent components with a game engine. The architecture addresses both the gap of information representation and action execution, though its design is less geared towards an agent-body connection such that issues in perception and communication are not addressed. In , a cognitive middleware layer is introduced which has a similar goal to the semantic processing in CIGA, providing agents with a social world model.
There are systems that focus more on the conceptual issues attempting to employ agent technology by translating the physical world model to a social world model suitable for cognitive reasoning [5,16]. Though, these systems don’t pretend to give a structured approach for tackling the technical issues when using their system with alternative MASs or game engines. In this paper we present CIGA1 , a middleware to facilitate the coupling between agent technology and game engine technology, tackling the inherent design issues in a structured way.
Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers by Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)