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 more often than not of revised papers that have been awarded on the brokers for tutorial video games and Simulation (AEGS) workshop hung on may well 2, 2011, as a part of the self sufficient brokers and MultiAgent structures (AAMAS) convention in Taipei, Taiwan. The 12 complete papers awarded have been conscientiously reviewed and chosen from a number of submissions. The papers are geared up topical sections on middleware purposes, dialogues and studying, adaption and convergence, and agent applications.

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

Example text

G. the agent didn’t fully perform the action in the environment, but we still consider the action to be succeeded as the desired environment state defined by the semantics for the action was reached). 2. A well known design issue is the need for finding a suitable abstraction level for behavior control. Choosing an abstraction level has implications on both 26 J. van Oijen, L. Vanh´ee, and F. Dignum agent design and system performance. The use of more low-level, physicallyoriented actions gives an agent more control over its body but increases the communication cost of delivering the instructions to the game engine.

Towards a Common Framework for Multimodal Generation: The Behavior Markup Language. , Olivier, P. ) IVA 2006. LNCS (LNAI), vol. 4133, pp. 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.

Van Oijen, L. Vanh´ee, and F. Dignum Management. The role of the Governor in the Physical Interface is to provide a connection mechanism for synchronizing the simulation between the game engine and the MAS. It monitors the creation and destruction of entities in the environment that are candidates for agent embodiment and notifies the MAS about their existence. Additionally, simulation time is synchronized by sending regular time updates to the MAS, who often don’t have an internal clock explicitly defined.

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