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

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

This e-book is composed almost always of revised papers that have been offered 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 platforms (AAMAS) convention in Taipei, Taiwan. The 12 complete papers offered have been rigorously reviewed and chosen from a variety of submissions. The papers are geared up 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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Here any preconditions can be checked which must pass before the realization of the action can be started. If the preconditions are not met the action will not continue further and the agent is notified. • Body(): This is the main execution loop. Here game engine functionality can be addressed to realize the intent of the action. This includes controlling the actuators of the agent’s embodiment and monitoring its progress. For virtual characters, this often involves interacting with an Animation System in the game engine.

Of course, for practical, commercial application of POSH, it would be an advantage to specifically identify its benefits compared to Java (and other systems), but this was not our aim for this study and is left for future work. An Experimental Pilot Study with Human Subjects 41 The rest of the paper proceeds as follows. We introduce POSH in Section 2 and detail the methods of our study in Section 3. 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].

Nl CIGA: A Middleware for Intelligent Agents in Virtual Environments 37 7. : A framework for implementing deliberative agents in computer games. In: Proceedings of the 20th European Conference on Modeling and Simulation, ECMS 2006 (2006) 8. : CoJACK - Achieving Principled Behaviour Variation in a Moderated Cognitive Architecture. In: Proceedings of the 17th Conference on Behavior Representation in Modeling and Simulation (2008) 9. : A Periphery of Pogamut: From Bots to Agents and Back Again. In: Dignum, F.

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