Agents for Educational Games and Simulations: International by Surangika Ranathunga, Stephen Cranefield (auth.), Martin PDF

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

ISBN-10: 3642323251

ISBN-13: 9783642323256

This booklet is composed commonly of revised papers that have been provided on the brokers for tutorial video games and Simulation (AEGS) workshop hung on may possibly 2, 2011, as a part of the self sufficient brokers and MultiAgent structures (AAMAS) convention in Taipei, Taiwan. The 12 complete papers provided have been rigorously reviewed and chosen from numerous submissions. The papers are prepared topical sections on middleware functions, dialogues and studying, adaption and convergence, and agent applications.

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

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205–217. Springer, Heidelberg (2006) 13. : Agents, games and hla. Simulation Modelling Practice and Theory 14(6), 752–767 (2006) 14. : Applying ”design by contract”. Computer 25, 40–51 (1992) 15. : Smart objects for attentive agents. In: WSCG (2003) 16. : Towards Integrating AI Story Controllers and Game Engines: Reconciling World State Representations. In: Proceedings of the 2005 IJCAI Workshop on Reasoning, Representation and Learning in Computer Games (2005) 17. : The role of semantics in games and simulations.

The results are presented in Section 4 and discussed in Section 5, and Section 6 concludes. 2 POSH POSH action selection was originally developed in the late 1990s in response to criticism of what was at the time an extremely popular agent design approach (at least in academic discussion): the Subsumption Architecture (SA) [27]. SA was used to produce considerable advances in real-time intelligent agents, particularly robotics. It consists primarily of two components: a highly modular architecture where every action is coded with the perception it needs to operate; and a complex, highly distributed form of action selection to arbitrate between the actions that would be produced by the various modules.

This mechanism is briefly mentioned later in this section but an elaborate functional overview falls outside the scope of this paper. 3 CIGA Framework In this section we present an architectural framework for integrating the CIGA middleware with both game engine and agent technology. An illustration of the main framework is given in figure 1. Since the proposed middleware must connect to two specialized software systems, the common design approach was taken to internally divide the middleware into two functional components.

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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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