Download e-book for kindle: Agents for Educational Games and Simulations: International by Surangika Ranathunga, Stephen Cranefield (auth.), Martin

By Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)

ISBN-10: 3642323251

ISBN-13: 9783642323256

This ebook is composed as a rule of revised papers that have been provided on the brokers for academic video games and Simulation (AEGS) workshop hung on could 2, 2011, as a part of the independent brokers and MultiAgent platforms (AAMAS) convention in Taipei, Taiwan. The 12 complete papers awarded have been rigorously reviewed and chosen from numerous submissions. The papers are equipped topical sections on middleware functions, dialogues and studying, adaption and convergence, and agent applications.

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Extra resources for Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers

Sample text

BOD emphasizes the above development process, and also the use of behavior modules written in ordinary object-oriented languages to encode the majority of the agent’s intelligence, and to provide the behaviour and sensory primitives. BOD includes a set of heuristics for recognizing when intelligence should be refactored either from a plan towards a behavior module or from a module into a plan. BOD and POSH have now been adopted or recommended by a number of leading thinkers and toolkits in AI, including Pogamut [21], RePast [28] and AIGameDev [6].

The use of ontologies forces an agreement between a game engine and a MAS on the required domain concepts. This is known as a design by contract [14], increasing robustness and reusability within the system. Building a domain ontology for the simulation environment encompasses defining object and event classes with their attributes. Attributes for objects represent their physical or functional properties whereas attributes for events represent parameters specifying event details. Classes can be organized in a hierarchical fashion where attributes are inherited from parent classes.

And subjective measures, such as steepness of the learning curve, time spent by development, programming vs. testing time ratio, number of bugs made by the programmer, subjective attitude towards the technique etc. We designed and conducted a pilot study with the following objectives: a) to investigate the subjectively-perceived usability of an academic action selection system designed to be useful for programming agents’ behavior, when compared to perceived usability of an unenhanced classical programming language; this mimics the situation of game programmers considering using an academic system they are not familiar with for programming in-game artificial intelligence; b) to compare the quality of solutions implemented in the academic action selection system and in the classical programming language; this measure plays an important role in the adoption of new systems in general; c) to consider whether the experimental method per se is useful and whether (and under which conditions) it can produce helpful results.

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Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers by Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)


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