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Games and Agents: Designing Intelligent Gameplay

机译:游戏和代理:设计智能游戏

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There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.
机译:游戏行业内的注意力正在转向非游戏角色(NPC)的更自然(长期)的行为。多主体系统研究为实现认知智能NPC提供了一种有前途的技术。但是,由于关注点的某些固有差异,游戏引擎和多代理平台中使用的技术并不容易兼容。在游戏引擎专注于实时方面并因此传播效率和中央控制的情况下,多代理平台假定了代理的自治权。自治性和智能性的提高可能会为更引人入胜的游戏玩法带来好处,甚至对于严肃的游戏来说甚至是必要的。但是,当使用当前的游戏设计技术来结合最新的多智能体系统技术时,就会产生问题。在本文中,我们将集中讨论由这种观点差异引起的三个特定问题区域:同步,信息表示和通信。我们认为,在某些方面,当前的整合尝试仍然不够。我们表明,要在游戏中完全集成智能代理,不仅应使用一种技术解决方案,还应使用一种适合代理的设计方法。游戏设计应进行调整,以尽早融入代理人的可能性。

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