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020 _a9783642111983
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024 7 _a10.1007/978-3-642-11198-3
_2doi
050 4 _aQ334-342
050 4 _aTA347.A78
072 7 _aUYQ
_2bicssc
072 7 _aCOM004000
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072 7 _aUYQ
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082 0 4 _a006.3
_223
245 1 0 _aAgents for Games and Simulations
_h[electronic resource] :
_bTrends in Techniques, Concepts and Design /
_cedited by Frank Dignum, Jeffrey Bradshaw, Barry G. Silverman, Willem van Doesburg.
250 _a1st ed. 2009.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_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 Artificial Intelligence,
_x2945-9141 ;
_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 _aArtificial intelligence.
_93407
650 0 _aUser interfaces (Computer systems).
_911681
650 0 _aHuman-computer interaction.
_96196
650 0 _aMachine theory.
_9166644
650 0 _aComputer science.
_99832
650 0 _aData mining.
_93907
650 0 _aComputer simulation.
_95106
650 1 4 _aArtificial Intelligence.
_93407
650 2 4 _aUser Interfaces and Human Computer Interaction.
_931632
650 2 4 _aFormal Languages and Automata Theory.
_9166645
650 2 4 _aTheory of Computation.
_9166646
650 2 4 _aData Mining and Knowledge Discovery.
_9166647
650 2 4 _aComputer Modelling.
_9166648
700 1 _aDignum, Frank.
_eeditor.
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700 1 _aBradshaw, Jeffrey.
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700 1 _aSilverman, Barry G.
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_9166651
700 1 _avan Doesburg, Willem.
_eeditor.
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710 2 _aSpringerLink (Online service)
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776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
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830 0 _aLecture Notes in Artificial Intelligence,
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_9166654
856 4 0 _uhttps://doi.org/10.1007/978-3-642-11198-3
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