Agents for Games and Simulations

Trends in Techniques, Concepts and Design

  • Frank Dignum
  • Jeff Bradshaw
  • Barry Silverman
  • Willem van Doesburg

Part of the Lecture Notes in Computer Science book series (LNCS, volume 5920)

Also part of the Lecture Notes in Artificial Intelligence book sub series (LNAI, volume 5920)

Table of contents

  1. Front Matter
  2. Jakub Gemrot, Rudolf Kadlec, Michal Bída, Ondřej Burkert, Radek Píbil, Jan Havlíček et al.
    Pages 1-15
  3. David Šišlák, Přemysl Volf, Michal Jakob, Michal Pěchouček
    Pages 16-32
  4. Michael Köster, Peter Novák, David Mainzer, Bernd Fuhrmann
    Pages 33-47
  5. Ivan Medeiros Monteiro, Luis Otavio Alvares
    Pages 48-62
  6. Gustavo Aranda, Carlos Carrascosa, Vicent Botti
    Pages 63-78
  7. Derek J. Sollenberger, Munindar P. Singh
    Pages 79-94
  8. Bart van Straalen, Dirk Heylen, Mariët Theune, Anton Nijholt
    Pages 95-106
  9. Mei Yii Lim, João Dias, Ruth Aylett, Ana Paiva
    Pages 107-118
  10. Jean-Pierre Briot, Alessandro Sordoni, Eurico Vasconcelos, Marta de Azevedo Irving, Gustavo Melo, Vinícius Sebba-Patto et al.
    Pages 119-134
  11. Barry G. Silverman, David Pietrocola, Nathan Weyer, Ransom Weaver, Nouva Esomar, Robert Might et al.
    Pages 135-154
  12. Emma Norling
    Pages 155-169
  13. Olivier Bartheye, Éric Jacopin
    Pages 170-189
  14. Daniel Castro Silva, Ricardo Silva, Luís Paulo Reis, Eugénio Oliveira
    Pages 190-205
  15. Joost Westra, Hado van Hasselt, Frank Dignum, Virginia Dignum
    Pages 206-220
  16. D. W. F. van Krevelen
    Pages 221-236
  17. Back Matter

About this book

Introduction

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.

Keywords

3D environment Racter agent based modeling agent based simulation agent development toolkit agents algorithmic learning behaviour cellular automata computer games control mechanisms description logic intelligence multi-agent system simulation

Editors and affiliations

  • Frank Dignum
    • 1
  • Jeff Bradshaw
    • 2
  • Barry Silverman
    • 3
  • Willem van Doesburg
    • 4
  1. 1.Dept. Information and Computing SciencesUtrecht UniversityUtrechtThe Netherlands
  2. 2.Florida Institute for Human & Machine CognitionPensacolaUSA
  3. 3.Engineering Dept.University of Pennsylvania/Systems ,Electrical and Systems EngineeringPhiladelphia
  4. 4.Department of Training and Instruction, Security and SafetyTNO DefenceSoesterbergThe Netherlands

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-642-11198-3
  • Copyright Information Springer-Verlag Berlin Heidelberg 2009
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-11197-6
  • Online ISBN 978-3-642-11198-3
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • About this book