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Modeling and Simulating Empires: Toward a Game World Generator

  • Barry G. Silverman
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5711)

Abstract

This talk enumerates the challenges of building a game generator that works like the SimCity and/or empire building genre of games. This talk begins by describing a universally recurring socio-cultural “game” of inter-group competition for control of resources. It next describes efforts to author a game generator and software agents able to play the game as real humans would - which suggests the ability to study alternative ways to influence them, observe effects, and potentially understand how best to alter the outcomes of dysfunctional economies and potential conflict situations. I then examine two implemented game worlds (NonKin Village and FactionSim Countries). I conclude by arguing that substantial effort on game realism, best-of-breed social science models, and agent validation efforts is essential if analytic experiments are to effectively explore alternative ways to influence outcomes.

Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  • Barry G. Silverman
    • 1
  1. 1.Electrical and Systems Engineering DepartmentUniversity of PennsylvaniaPhiladelphiaUSA

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