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The MMOG Layer: MMOG Based on MAS

机译:MMOG层:基于MAS的MMOG

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Massively Multiplayer Online Games present a new and exciting domain for service-oriented agent computing as the mechanics of these virtual worlds get more and more complex. Due to the eminently distributed nature of these game systems and their growing necessity of modern AI techniques, it is time to introduce design methods that take advantage of the power of Multi-Agent Systems, Agent Organizations and Electronic Institutions in order to face the challenges of designing a modern Massively Multiplayer Online Game. This article follows previous pieces of work in the line of Multi-Agent Systems and Massively Multiplayer Online Games research into a common ontology to represent the information that agents store and share and towards the use of the THOMAS service architecture and the SPADE agent platform to address these challenges. The main focus of the article is the so called MMOG Layer: a software layer which is independent of the environment simulation and the human-interface devices. An example implementation of such layer is also set out.
机译:随着这些虚拟世界的机制变得越来越复杂,大型多人在线游戏为面向服务的代理计算提供了一个令人兴奋的新领域。由于这些游戏系统的卓越分布性以及现代AI技术的日益增长的必要性,现在该是时候引入利用多代理系统,代理组织和电子机构的功能的设计方法,以应对挑战了。设计现代的大型多人在线游戏。本文是在多代理系统和大规模多人在线游戏研究领域的先前工作的基础上,研究共同的本体来表示代理存储和共享的信息,以及使用THOMAS服务体系结构和SPADE代理平台来解决的。这些挑战。本文的主要重点是所谓的MMOG层:独立于环境模拟和人机界面设备的软件层。还阐述了这种层的示例实现。

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