A blackboard architecture for control
Artificial Intelligence
AgentSpeak(L): BDI agents speak out in a logical computable language
MAAMAW '96 Proceedings of the 7th European workshop on Modelling autonomous agents in a multi-agent world : agents breaking away: agents breaking away
Introduction to Multiagent Systems
Introduction to Multiagent Systems
Believable agents: building interactive personalities
Believable agents: building interactive personalities
Intelligence by design: principles of modularity and coordination for engineering complex adaptive agents
3D Immersion in Virtual Agents Education
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Emohawk: Searching for a "Good" Emergent Narrative
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents
Agents for Games and Simulations
Agents for Games and Simulations
Towards conscious-like behavior in computer game characters
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
BDI agent programming in agentspeak using Jason
CLIMA'05 Proceedings of the 6th international conference on Computational Logic in Multi-Agent Systems
Real-time neuroevolution in the NERO video game
IEEE Transactions on Evolutionary Computation
Unreal goal bots: conceptual design of a reusable interface
Agents for games and simulations II
Notes on pragmatic agent-programming with Jason
ProMAS'11 Proceedings of the 9th international conference on Programming Multi-Agent Systems
Interfacing a cognitive agent platform with second life
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
CIGA: a middleware for intelligent agents in virtual environments
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
CAVE'12 Proceedings of the First international conference on Cognitive Agents for Virtual Environments
Agent communication for believable human-like interactions between virtual characters
CAVE'12 Proceedings of the First international conference on Cognitive Agents for Virtual Environments
Using agents in virtual environments to assist controllers to manage multiple assets
CAVE'12 Proceedings of the First international conference on Cognitive Agents for Virtual Environments
Improving situation awareness in intelligent virtual agents
CAVE'12 Proceedings of the First international conference on Cognitive Agents for Virtual Environments
Hi-index | 0.00 |
Despite virtual characters from 3D videogames - also called bots - seem to be close relatives of intelligent software agents, the mechanisms of agent reasoning are only rarely applied in videogames. Why is this? One possible reason is the incompatibility between representations used by agent decision making systems (DMS) and videogame worlds, as well as different handling of these representations. In recent years, we developed Pogamut, which is a toolkit for coupling videogame worlds with DMSs originating within the agent oriented research as well as other disciplines, allowing for controlling in-game characters by these DMSs. To this end, Pogamut features an interface bi-directionally bridging the "representational gap" between a game world and an external DMS. This paper conceptualises functionality of this interface based on our experience with connecting Pogamut to various game worlds, most notably Unreal Tournament 2004. We present a general abstract framework, which verbalises requirements an agent researcher must fulfil in order to employ his/her reasoning mechanism for controlling in-game virtual characters. This paper also reviews Pogamut, which the researcher can utilise.