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    Software Agents

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    being used, and touted, for applications as diverse as personalised information management, electronic commerce, interface design, computer games, and management of complex commercial and industrial processes. Despite this proliferation, there is, as yet, no commonly agreed upon definition of exactly what an agent is — Smith et al. (1994) define it as “a persistent software entity dedicated to a specific purpose”; Selker (1994) takes agents to be “computer programs that simulate a human relationship by doing something that another person could do for you”; and Janca (1995) defines an agent as “a software entity to which tasks can be delegated”. To capture this variety, a relatively loose notion of an agent as a self-contained program capable of controlling its own decision making and acting, based on its perception of its environment, in pursuit of one or more objectives will be used here. Within the extant applications, three distinct classes of agent can be identified. At the simplest level, there are “gopher ” agents, which execute straightforward tasks based on pre-specified rules and assumptions (eg inform me when the share price deviates by 10 % from its mean position or tell me when I need to reorder stock items). The next level of sophistication involves “service performing” agents, which execute a well defined task at the request of a user (eg find me the cheapest flight to Paris or arrange a meeting with the managing director some day next week). Finally, there are “predictive ” agents, which volunteer information or services to a user, without being explicitly asked, whenever it is deemed appropriate (eg an agent may monitor newsgroups on the INTERNET and return discussions that it believes to be of interest to the user or a holiday agent may inform its user that a travel firm is offering large discounts on holidays to South Africa knowing that the user is interested in safaris). Common to all these classes are the following key hallmarks of agenthoo

    A multi-agent system framework for dialogue games in the group decision-making context

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    Dialogue games have been applied to various contexts in computer science and artificial intelligence, particularly to define interactions between autonomous software agents. However, in order to implement dialogue games, the developers need to deal with other important details besides what is presented in the model’s definition. This is a complex work, mostly when it is expected that the agents’ interactions correctly represent a human group behavior. In this work, we present a multi-agent system framework specifically designed to facilitate the implementation of dialogue games under the context of group decision-making in which agents interact as the humans do in face-to-face meetings. The proposed framework, named MAS4GDM, encapsulates the JADE framework and provides a layer that allows developers to easily implement their dialogue models without being concerned with some complex implementation details, such as: the communication model, the agents’ life cycle, among others. We ran an experimental evaluation and verified that the proposed framework allows to implement dialogue models in an easier way and abstract the developers from important implementation details that can compromise the application’s success.This work was supported by the GrouPlanner Project (POCI-01-0145-FEDER-29178) and by National Funds through the FCT – Fundação para a CiĂȘncia e a Tecnologia (Portuguese Foundation for Science and Technology) within the Projects UID/CEC/00319/2013 and UID/EEA/00760/2013

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    CGAMES'2009

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    Playing Smart - Another Look at Artificial Intelligence in Computer Games

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    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    Evolution of a supply chain management game for the trading agent competition

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    TAC SCM is a supply chain management game for the Trading Agent Competition (TAC). The purpose of TAC is to spur high quality research into realistic trading agent problems. We discuss TAC and TAC SCM: game and competition design, scientific impact, and lessons learnt
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