47,527 research outputs found

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Agent-Based Participatory Simulations: Merging Multi-Agent Systems and Role-Playing Games

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    In 2001, Olivier Barreteau proposed to jointly use multi-agent systems and role-playing games for purposes of research, training and negotiation support in the field of renewable resource management. This joint use was later labeled the "MAS/RPG methodology" and this approach is one of the foundation stones of the ComMod movement. In this article, we present an alternative method called "agent-based participatory simulations". These simulations are multi-agent systems where human participants control some of the agents. The experiments we conducted prove that it is possible to successfully merge multi-agent systems and role-playing games. We argue that agent-based participatory simulations are also a significant improvement over the MAS/RPG approach, opening new perspectives and solving some of the problems generated by the joint use of role-playing games and multi-agent systems. The advantages are at least threefold. Because all interactions are computer mediated, they can be recorded and this record can be processed and used to improve the understanding of participants and organizers alike. Because of the merge, agent-based participatory simulations decrease the distance between the agent-based model and the behavior of participants. Agent-based participatory simulations allow for computer-based improvements such as the introduction of eliciting assistant agents with learning capabilities.Agent-Based Participatory Simulations, Multi-Agent Systems, Role-Playing Games, Validation, Negotiation Support Tool

    Three Minimal Market Institutions with Human and Algorithmic Agents: Theory and Experimental Evidence

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    We define and examine three minimal market games (sell-all, buy-sell, and double auction) in the laboratory relative to the predictions of theory. These closed exchange economies have some cash to facilitate transactions, and include feedback. The experiment reveals that (1) the competitive general equilibrium (CGE) and non-cooperative (NCE) models are reasonable anchors to locate most but not all the observed outcomes of the three market mechanisms; (2) outcomes tend to get closer to CGE predictions as the number of players increases; (3) prices and allocations in double auctions deviate persistently from CGE predictions; (4) the outcome paths across the three market mechanisms differ significantly and persistently; (5) importance of market structures for outcomes is reinforced by algorithmic trader simulations; and (6) none of the three markets dominates the others across six measures of performance. Inclusion of some mechanism differences into theory may enhance our understanding of important aspects of markets.Strategic market games, Laboratory experiments, Minimally intelligent agents, Adaptive learning agents, General equilibrium

    Beyond simulations : serious games for training interpersonal skills in law enforcement

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    Serious games can be used to improve people's social awareness by letting them experience difficult social situations and learn from these experiences. However, we assert that, when moving beyond the strict realism that social simulations offer, techniques from role play may be used that offer more possibilities for feedback and reflection. We discuss the design of two such serious games for interpersonal skills training in the domain of law enforcement. These games feature intelligent virtual agents with which trainees have to interact across different scenarios to improve their social awareness. By interacting with the virtual agents, trainees experience how their behaviour influences the course of the intervention and its outcomes. We discuss how we intend to improve the learning experience in these serious games by including meta-techniques from role play. We close by describing the current and future implementations of our serious games

    Beyond simulations: serious games for training interpersonal skills in law enforcement

    Get PDF
    Serious games can be used to improve people’s social awareness by letting them experience difficult social situations and learn from these experiences. However, we assert that, when moving beyond the strict realism that social simulations offer, techniques from role play may be used that offer more possibilities for feedback and reflection. We discuss the design of two such serious games for interpersonal skills training in the domain of law enforcement. These games feature intelligent virtual agents with which trainees have to interact across different scenarios to improve their social awareness. By interacting with the virtual agents, trainees experience how their behaviour influences the course of the intervention and its outcomes. We discuss how we intend to improve the learning experience in these serious games by including meta-techniques from role play. We close by describing the current and future implementations of our serious games
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