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War and Peace among Artificial Nations - A Model and Simulation Based on a Two-Layered Multi-agent System

机译:人工国家之间的战争与和平-基于两层多主体系统的模型与仿真

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This paper attempts to model the dynamics of war and peace in a virtual world to deepen our understanding why wars continue arising in spite of many peace keeping efforts. Land is modelled as a toroidal plain divided into square grid. Each nation consists of several villages that own a limited number of adjoining tiles of grids. A nation sometimes invades an adjacent village of another nation and occupies it. Inhabitants in each village consists of farmers, officers, and soldiers. Village can enlarge their territory by developing an empty tile, and can be independent from the nation they currently belong to. Each nation and village have their own meme for decision making that mutates when their successors inherit the strategies. In order to investigate what occurs in the virtual world we built a simulation system with a GUI that facilitates parameter set-up. The results displayed a typical phenomenon: repeated rise and fall of big nations. With other parameter settings, we also observed a period of equilibrium by a number of nations followed by a period of domination by one large ruling nation.
机译:本文试图对虚拟世界中战争与和平的动态进行建模,以加深我们对为何尽管进行了许多维持和平努力仍继续发生战争的理解。土地被建模为分成正方形网格的环形平原。每个国家都由几个村庄组成,这些村庄拥有数量有限的相邻网格。一个国家有时会入侵另一个国家的邻近村庄并占领它。每个村庄的居民都由农民,军官和士兵组成。村庄可以通过开发一块空瓦来扩大其领土,并且可以独立于当前所属的国家。每个国家和村庄都有自己的决策模因,其后继者继承战略时会发生变化。为了调查虚拟世界中发生的情况,我们构建了带有GUI的仿真系统,该GUI有助于进行参数设置。结果显示出一个典型现象:大国反复兴衰。在其他参数设置下,我们还观察到多个国家处于均衡时期,随后是一个大统治国家处于统治时期。

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