LEADER 04077nam 22006014a 450 001 9910483017903321 005 20200520144314.0 010 $a3-642-11198-X 024 7 $a10.1007/978-3-642-11198-3 035 $a(CKB)1000000000812680 035 $a(SSID)ssj0000316112 035 $a(PQKBManifestationID)11275337 035 $a(PQKBTitleCode)TC0000316112 035 $a(PQKBWorkID)10263639 035 $a(PQKB)10577922 035 $a(DE-He213)978-3-642-11198-3 035 $a(MiAaPQ)EBC3064883 035 $a(PPN)139963065 035 $a(EXLCZ)991000000000812680 100 $a20091105d2009 uy 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 00$aAgents for games and simulations $etrends in techniques, concepts and design /$fFrank Dignum ... [et al.] 205 $a1st ed. 2009. 210 $aBerlin $cSpringer$dc2009 215 $a1 online resource (X, 237 p.) 225 1 $aLecture notes in artificial intelligence ;$v5920 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-642-11197-1 320 $aIncludes bibliographical references and index. 327 $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. 330 $aResearch on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation. This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field. 410 0$aLecture notes in computer science.$pLecture notes in artificial intelligence ;$v5920. 606 $aIntelligent agents (Computer software) 606 $aSimulation methods 606 $aArtificial intelligence 606 $aService-oriented architecture (Computer science) 615 0$aIntelligent agents (Computer software) 615 0$aSimulation methods. 615 0$aArtificial intelligence. 615 0$aService-oriented architecture (Computer science) 676 $a006.3 701 $aDignum$b Frank$f1961-$01373637 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910483017903321 996 $aAgents for games and simulations$94195423 997 $aUNINA