Two Case Studies for Jazzyk BSM

  • Authors:
  • Michael Köster;Peter Novák;David Mainzer;Bernd Fuhrmann

  • Affiliations:
  • Department of Informatics, Clausthal University of Technology, Clausthal-Zellerfeld, Germany 38678;Department of Informatics, Clausthal University of Technology, Clausthal-Zellerfeld, Germany 38678;Department of Informatics, Clausthal University of Technology, Clausthal-Zellerfeld, Germany 38678;Department of Informatics, Clausthal University of Technology, Clausthal-Zellerfeld, Germany 38678

  • Venue:
  • Agents for Games and Simulations
  • Year:
  • 2009

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Abstract

Recently, we introduced Behavioural State Machines (BSM), a novel programming framework for development of cognitive agents with Jazzyk, its associated programming language and interpreter. The Jazzyk BSM framework draws a strict distinction between knowledge representation and behavioural aspects of an agent program. Jazzyk BSM thus enables synergistic exploitation of heterogeneous knowledge representation technologies in a single agent, as well as offers a transparent way for embedding cognitive agents in various simulated or physical environments. This makes it a particularly suitable platform for development of simulated, as well as physically embodied cognitive agents, such as virtual agents, or non-player characters for computer games.In this paper we report on Jazzbot and Urbibot projects, two case-studies we developed using the Jazzyk BSM framework in simulated environments provided by a first person shooter computer game and a physical reality simulator for mobile robotics respectively. We describe the underlying technological infrastructure of the two agent applications and provide a brief account of experiences and lessons we learned during the development.