Participatory simulations: using computational objects to learn about dynamic systems
CHI 98 Cconference Summary on Human Factors in Computing Systems
Cormas: Common-Pool Resources and Multi-agent Systems
IEA/AIE '98 Proceedings of the 11th International Conference on Industrial and Engineering Applications of Artificial In telligence and Expert Systems: Tasks and Methods in Applied Artificial Intelligence
Scenario description for multi-agent simulation
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Can software agents influence human relations?: balance theory in agent-mediated communities
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FreeWalk/Q: social interaction platform in virtual space
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Modeling agents and interactions in agricultural economics
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Modeling human behavior for virtual training systems
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 1
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Network games are attracting attention as simulation platforms for social experiments because of their rich visualization performance and scalability. Our objective in this study is to develop a participatory simulation platform on a network game. Unlike non player characters (NPCs) in network games, agents in a participatory multiagent-based simulation (PMAS) should behave as real-world humans according to behavior models. We developed a novel networked participatory simulation platform called gumonji/Q by integrating scenario description language Q with the network game gumonji. This paper details the implementation of gumonji/Q. In order to connect Q and gumonji, we implement communication sub-components that realize TCP/IP communication between them, and a scenario translator to convert a request from Q into a sequence of operators. This makes it possible for the gumonji simulator to deal with human-controlled avatars and Q-controlled agents in a unified way.