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Massively multiple online role playing games as normative multiagent systems

机译:大量多个在线角色扮演游戏作为规范的多智能体系统

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摘要

The latest advancements in computer games offer a domain of human and artificial agent behaviour well suited for analysis and development based on normative multi agent systems research. One of the most influential gaming trends today, Massively Multi Online Role Playing Games (MMORPG), poses new questions about the interaction between the players in the game. If we model the players and groups of players in these games as multiagent systems with the possibility to create norms and sanction norm violations we have to create a way to describe the different kind of norms that may appear in these situations. Certain situations in MMORPG are subject to discussions about how norms are created and propagated in a group, one such example involves the sleeper in the game Everquest, from Sony Online Entertainment (SOE). The Sleeper was at first designed to be unkillable, but after some events and some considerations from SOE the sleeper was finally killed. The most interesting aspect of the story about the sleeper is how we can interpret the norms being created in this example. We propose a framework to analyse the norms involved in the interaction between players and groups in MMORPG. We argue that our model adds complexity where we find earlier norm typologies lacking some descriptive power of this phenomenon, and we can even describe and understand the confusing event with the sleeper in Everquest.
机译:计算机游戏的最新进展提供了人类和人工代理行为的一个领域,非常适合基于规范多代理系统研究的分析和开发。当今最有影响力的游戏趋势之一,大型多人在线角色扮演游戏(MMORPG)提出了有关游戏中玩家之间互动的新问题。如果我们将这些游戏中的玩家和一组玩家建模为多主体系统,并且有可能创建规范和违反制裁规范,那么我们必须创造一种方法来描述在这些情况下可能出现的不同类型的规范。 MMORPG中的某些情况需要讨论如何在组中创建和传播规范,其中一个示例涉及Sony Online Entertainment(SOE)的Everquest游戏中的沉睡者。最初,该轨枕被设计为不可杀死的,但是经过一些事件和国有企业的一些考虑,该轨枕最终被杀死。关于轨枕的故事中最有趣的方面是,我们如何解释在此示例中创建的规范。我们提出了一个框架来分析MMORPG中玩家和群体之间的互动所涉及的规范。我们认为,我们的模型增加了复杂性,因为我们发现较早的规范类型学缺乏这种现象的某种描述能力,甚至我们甚至可以用Everquest中的沉睡者描述和理解令人困惑的事件。

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