Book Volume 6525 2011

Agents for Games and Simulations II

Trends in Techniques, Concepts and Design

Editors:

ISBN: 978-3-642-18180-1 (Print) 978-3-642-18181-8 (Online)

Table of contents (14 chapters)

  1. Front Matter

    Pages -

  2. Section 1. Architectures

    1. No Access

      Chapter

      Pages 1-18

      Unreal Goal Bots

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      Chapter

      Pages 19-37

      A Periphery of Pogamut: From Bots to Agents and Back Again

    3. No Access

      Chapter

      Pages 38-52

      Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System

    4. No Access

      Chapter

      Pages 53-66

      Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems

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      Chapter

      Pages 67-75

      Towards an Architecture for Collaborative Human/AI Control of Interactive Characters

  3. Section 2. Training and Story Lines

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      Chapter

      Pages 76-90

      An Architecture for Directing Value-Driven Artificial Characters

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      Chapter

      Pages 91-98

      Implicitly and Intelligently Influencing the Interactive Experience

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      Chapter

      Pages 99-116

      Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach

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      Chapter

      Pages 117-131

      Guiding User Adaptation in Serious Games

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      Chapter

      Pages 132-147

      Using Agent Technology to Build a Real-World Training Application

  4. Section 3. Social Behavior and Organization

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      Chapter

      Pages 148-162

      Semi-Automated Dialogue Act Classification for Situated Social Agents in Games

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      Chapter

      Pages 163-178

      Using Exclusion Logic to Model Social Practices

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      Chapter

      Pages 179-191

      Making Games ALIVE: An Organisational Approach

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      Chapter

      Pages 192-206

      Building Quests for Online Games with Virtual Institutions

  5. Back Matter

    Pages -