000 04232nam a22006015i 4500
001 978-3-642-11198-3
003 DE-He213
005 20170628035155.0
007 cr nn 008mamaa
008 100301s2009 gw | s |||| 0|eng d
020 _a9783642111983
_9978-3-642-11198-3
024 7 _a10.1007/978-3-642-11198-3
_2doi
050 4 _aQ334-342
050 4 _aTJ210.2-211.495
072 7 _aUYQ
_2bicssc
072 7 _aTJFM1
_2bicssc
072 7 _aCOM004000
_2bisacsh
082 0 4 _a006.3
_223
100 1 _aDignum, Frank.
_eeditor.
245 1 0 _aAgents for Games and Simulations
_h[electronic resource] :
_bTrends in Techniques, Concepts and Design /
_cedited by Frank Dignum, Jeff Bradshaw, Barry Silverman, Willem Doesburg.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg,
_c2009.
300 _aX, 237 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v5920
505 0 _aPogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents -- Distributed Platform for Large-Scale Agent-Based Simulations -- Two Case Studies for Jazzyk BSM -- A Teamwork Infrastructure for Computer Games with Real-Time Requirements -- The MMOG Layer: MMOG Based on MAS -- Architecture for Affective Social Games -- Enhancing Embodied Conversational Agents with Social and Emotional Capabilities -- Intelligent NPCs for Educational Role Play Game -- Design of a Decision Maker Agent for a Distributed Role Playing Game – Experience of the SimParc Project -- NonKin Village: An Embeddable Training Game Generator for Learning Cultural Terrain and Sustainable Counter-Insurgent Operations -- On Evaluating Agents for Serious Games -- A PDDL-Based Planning Architecture to Support Arcade Game Playing -- Agent-Based Aircraft Control Strategies in a Simulated Environment -- Adaptive Serious Games Using Agent Organizations -- Intelligent Agent Modeling as Serious Game.
520 _aResearch on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation. This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.
650 0 _aComputer science.
650 0 _aComputer software.
650 0 _aData mining.
650 0 _aArtificial intelligence.
650 0 _aComputer simulation.
650 1 4 _aComputer Science.
650 2 4 _aArtificial Intelligence (incl. Robotics).
650 2 4 _aMathematical Logic and Formal Languages.
650 2 4 _aComputation by Abstract Devices.
650 2 4 _aData Mining and Knowledge Discovery.
650 2 4 _aSimulation and Modeling.
650 2 4 _aAlgorithm Analysis and Problem Complexity.
700 1 _aBradshaw, Jeff.
_eeditor.
700 1 _aSilverman, Barry.
_eeditor.
700 1 _aDoesburg, Willem.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642111976
830 0 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v5920
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-11198-3
912 _aZDB-2-SCS
912 _aZDB-2-LNC
999 _c23321
_d23321