Agents for Games and Simulations II Trends in Techniques, Concep

While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and

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Subseries of Lecture Notes in Computer Science

6525

Frank Dignum (Ed.)

Agents for Games and Simulations II Trends in Techniques, Concepts and Design

13

Series Editors Randy Goebel, University of Alberta, Edmonton, Canada Jörg Siekmann, University of Saarland, Saarbrücken, Germany Wolfgang Wahlster, DFKI and University of Saarland, Saarbrücken, Germany Volume Editor Frank Dignum Utrecht University Institute of Information and Computing Sciences P.O. Box 80.089, 3508 TB Utrecht, The Netherlands E-mail: [email protected]

ISSN 0302-9743 e-ISSN 0302-9743 ISBN 978-3-642-18180-1 e-ISBN 978-3-642-18181-8 DOI 10.1007/978-3-642-18181-8 Springer Heidelberg Dordrecht London New York Library of Congress Control Number: 2009940795 CR Subject Classification (1998): I.2, D.2, F.3, D.4.6, I.7, K.4.2 LNCS Sublibrary: SL 7 – Artificial Intelligence

© Springer-Verlag Berlin Heidelberg 2011 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law. The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. Typesetting: Camera-ready by author, data conversion by Scientific Publishing Services, Chennai, India Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)

Preface

Research in Multi-Agent Systems offers promising technologies to implement non-playing characters embodying more realistic cognitive models. However, the technologies used in today’s game engines and multi-agent platforms are not readily compatible due to some differences in their major concerns. For example, where game engines focus on real-time aspects that prioritize efficiency and central control, multi-agent platforms privilege agent autonomy instead. And while multi-agent platforms typically offer sophisticated communication capabilities, these may not be usable, or even appropriate, when the agents are coupled to a game. So, although increased autonomy and intelligence may offer benefits for a more compelling game play, and may even be essential for serious games, it is not clear whether current multi-agent platforms offer the means that are needed to accomplish this. Indeed, when current approaches to game design are used to incorporate state-of-the-art Multi-Agent System technology, the autonomy and intelligence of the agents might even be seen as more of a hindrance than an asset. A very similar