Abstract
Massively Multiplayer Online Games present a new and exciting domain for service-oriented agent computing as the mechanics of these virtual worlds get more and more complex. Due to the eminently distributed nature of these game systems and their growing necessity of modern AI techniques, it is time to introduce design methods that take advantage of the power of Multi-Agent Systems, Agent Organizations and Electronic Institutions in order to face the challenges of designing a modern Massively Multiplayer Online Game. This article follows previous pieces of work in the line of Multi-Agent Systems and Massively Multiplayer Online Games research into a common ontology to represent the information that agents store and share and towards the use of the THOMAS service architecture and the SPADE agent platform to address these challenges. The main focus of the article is the so called MMOG Layer: a software layer which is independent of the environment simulation and the human-interface devices. An example implementation of such layer is also set out.
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Aranda, G., Carrascosa, C., Botti, V. (2009). The MMOG Layer: MMOG Based on MAS. In: Dignum, F., Bradshaw, J., Silverman, B., van Doesburg, W. (eds) Agents for Games and Simulations. AGS 2009. Lecture Notes in Computer Science(), vol 5920. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-11198-3_5
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DOI: https://doi.org/10.1007/978-3-642-11198-3_5
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