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Adaptive Serious Games Using Agent Organizations

机译:使用代理组织的自适应严肃游戏

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摘要

Increasing complexity in serious games and the need to reuse and adapt games to different purposes and different user needs, requires distributed development approaches. The use of software agents has been advocated as a means to deal with the complexity of serious games. Current approaches to dynamic adjustability in games make it possible for different elements to adjust to the player. However, these approaches most use centralized control, which becomes impractical if the complexity and the number of adaptable elements increase. The serious games we are investigating are constructed using complex and independent subtasks that influence each other. In this paper, we propose a model for game adaptation that is guided by three main concerns: the trainee, the game objectives and the agents. In particular we focus on how the adaptation engine determines tasks to be adapted and how agents respond to such requests and modify their plans accordingly.
机译:严肃游戏的复杂性不断提高,需要根据不同的目的和不同的用户需求重新使用和调整游戏,这需要采用分布式开发方法。提倡使用软件代理作为处理严肃游戏的复杂性的一种手段。游戏中动态调整的当前方法使得不同元素可以适应玩家。但是,这些方法大多数使用集中控制,如果适应性元素的复杂性和数量增加,这将变得不切实际。我们正在研究的严肃游戏是使用相互影响的复杂且独立的子任务构建的。在本文中,我们提出了一种游戏适应模型,该模型由三个主要方面指导:受训者,游戏目标和代理商。特别是,我们专注于适应引擎如何确定要适应的任务以及代理如何响应此类请求并相应地修改其计划。

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