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Agents for Games and Simulations II: Trends in Techniques, Concepts and Design [Pehme köide]

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  • Formaat: Paperback / softback, 206 pages, kõrgus x laius: 235x155 mm, kaal: 343 g, X, 206 p., 1 Paperback / softback
  • Sari: Lecture Notes in Computer Science 6525
  • Ilmumisaeg: 14-Jan-2011
  • Kirjastus: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642181805
  • ISBN-13: 9783642181801
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  • Formaat: Paperback / softback, 206 pages, kõrgus x laius: 235x155 mm, kaal: 343 g, X, 206 p., 1 Paperback / softback
  • Sari: Lecture Notes in Computer Science 6525
  • Ilmumisaeg: 14-Jan-2011
  • Kirjastus: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642181805
  • ISBN-13: 9783642181801
Teised raamatud teemal:
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.
Section 1 Architectures
Unreal Goal Bots: Conceptual Design of a Reusable Interface
1(18)
Koen V. Hindriks
Birna van Riemsdijk
Tristan Behrens
Rien Korstanje
Nick Kraayenbrink
Wouter Pasman
Lennard de Rijk
A Periphery of Pogamut: From Bots to Agents and Back Again
19(19)
Jakub Gemrot
Cyril Brom
Tomas Plch
Goal-Based Communication Using BDI Agents as Virtual Humans in Training: An Ontology Driven Dialogue System
38(15)
Joost van Oijen
Willem van Doesburg
Frank Dignum
Evaluation and Comparison of Multi-agent Based Crowd Simulation Systems
53(14)
Bikramjit Banerjee
Landon Kraemer
Towards an Architecture for Collaborative Human/AI Control of Interactive Characters
67(9)
James Niehaus
Peter Weyhrauch
Section 2 Training and Story Lines
An Architecture for Directing Value-Driven Artificial Characters
76(15)
Rossana Damiano
Vincenzo Lombardo
Implicitly and Intelligently Influencing the Interactive Experience
91(8)
Michael J. O'Grady
Mauro Dragone
Richard Tynan
Gregory M.P. O'Hare
Jie Wan
Conor Muldoon
Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach
99(18)
Boyang Li
Mark O. Riedl
Guiding User Adaptation in Serious Games
117(15)
Joost Westra
Frank Dignum
Virginia Dignum
Using Agent Technology to Build a Real-World Training Application
132(16)
Michal Cap
Annerieke Heuvelink
Karel van den Bosch
Willem van Doesburg
Section 3 Social Behavior and Organization
Semi-Automated Dialogue Act Classification for Situated Social Agents in Games
148(15)
Jeff Orkin
Deb Roy
Using Exclusion Logic to Model Social Practices
163(16)
Richard Evans
Making Games ALIVE: An Organisational Approach
179(13)
Sergio Alvarez-Napagao
Fernando Koch
Ignasi Gomez-Sebastia
Javier Vazquez-Salceda
Building Quests for Online Games with Virtual Institutions
192(15)
Gustavo Aranda
Tomas Trescak
Marc Esteva
Carlos Carrascosa
Author Index 207