Agents for Games and Simulations II: Trends in Techniques, Concepts and Design by Frank DignumAgents for Games and Simulations II: Trends in Techniques, Concepts and Design by Frank Dignum

Agents for Games and Simulations II: Trends in Techniques, Concepts and Design

byFrank Dignum

Paperback | January 14, 2011

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While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games.

This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.

Title:Agents for Games and Simulations II: Trends in Techniques, Concepts and DesignFormat:PaperbackDimensions:206 pagesPublished:January 14, 2011Publisher:Springer-Verlag/Sci-Tech/TradeLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:3642181805

ISBN - 13:9783642181801

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Table of Contents

Architectures:

Unreal Goal Bots: Conceptual Design of a Reusable Interface,- A Periphery of Pogamut: From Bots to Agents and Back Again,- Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System,- Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems,- Towards an Architecture for Collaborative Human/AI Control of Interactive CharactersTraining and Story Lines: An Architecture for Directing Value-Driven Artificial Characters,- Implicitly and Intelligently Influencing the Interactive Experience,- Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach,- Guiding User Adaptation in Serious Games,- Using Agent Technology to Build a Real-World Training Application,-Social Behavior and Organization: Semi-Automated Dialogue Act Classification for Situated Social Agents in GamesUsing Exclusion Logic to Model Social Practices,- Making Games ALIVE: An Organisational Approach,- Building Quests for Online Games with Virtual Institutions