Participatory Simulation Platform Using Network Games
In this paper, we develop a novel participatory simulation platform, called gumonji/Q, by integrating scenario description language Q and network game gumonji. In a participatory simulation, humans and software-agents coexist in a shared virtual space and jointly perform simulations. To observe practical behaviors of humans, a participatory simulation platform must be able to provide reasonable simulated experience for humans to let them behave as they do in the real-world. gumonji/Q makes it possible to design diverse interaction protocols based on Q’s scenario description ability. Under the “game-quality” graphics provided by gumonji, humans and agents can interact with their surrounding environment, which means they can affect the environment and receive feedback from the environment. Since gumonji/Q inherits gumonji’s features as a network game, users are more enticed to participate in simulations since simulations on gumonji/Q seems more enjoyable than normal simulations. We show an example of how to obtain human behavior models through a simulation on gumonji/Q.
KeywordsMultiagent Simulation Participatory Modeling Participatory Simulation Gaming Networked Simulator
Unable to display preview. Download preview PDF.
- 3.Murakami, Y., Sugimoto, Y., Ishida, T.: Modeling human behavior for virtual training systems. In: Proceedings of the 20th National Conference on Artificial Intelligence (AAAI 2005), pp. 127–132 (2005)Google Scholar
- 4.Gilbert, N., Maltby, S., Asakawa, T.: Participatory simulations for developing scenarios in environmental resource management. In: Third workshop on agent-based simulation, pp. 67–72 (2002)Google Scholar
- 5.Torii, D., Ishida, T., Bousquet, F.: Modeling agents and interactions in agricultural economics. In: Proceedings of the 5th International Joint Conference on Autonomous A0gents and Multiagent Systems (AAMAS 2006), pp. 81–88 (2006)Google Scholar
- 6.Colella, V., Borovoy, R., Resnick, M.: Participatory simulations: using computational objects to learn about dynamic systems. In: CHI 1998: CHI 1998 conference summary on Human factors in computing systems, pp. 9–10 (1998)Google Scholar
- 8.Nakanishi, H., Ishida, T.: Freewalk/q: social interaction platform in virtual space. In: VRST 2004: Proceedings of the ACM symposium on Virtual reality software and technology, pp. 97–104 (2004)Google Scholar
- 9.Bousquet, F., Bakam, I., Proton, H., Page, C.L.: Cormas: Common-pool resources and multi-agent systems. In: IEA/AIE 1998: Proceedings of the 11th International Conference on Industrial and Engineering Applications of Artificial In telligence and Expert Systems, pp. 826–837 (1998)Google Scholar
- 10.Murakami, Y., Ishida, T., Kawasoe, T., Hishiyama, R.: Scenario description for multi-agent simulation. In: AAMAS 2003: Proceedings of the second international joint conference on Autonomous agents and multiagent systems, pp. 369–376 (2003)Google Scholar
- 11.Nakanishi, H., Nakazawa, S., Ishida, T., Takanashi, K., Isbister, K.: Can software agents influence human relations?: balance theory in agent-mediated communities. In: AAMAS 2003: Proceedings of the second international joint conference on Autonomous agents and multiagent systems, pp. 717–724 (2003)Google Scholar