AMELI: An Agent-Based Middleware for Electronic Institutions
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 1
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting Agent Organizations
CEEMAS '07 Proceedings of the 5th international Central and Eastern European conference on Multi-Agent Systems and Applications V
Characterizing Massively Multiplayer Online Games as Multi-Agent Systems
HAIS '08 Proceedings of the 3rd international workshop on Hybrid Artificial Intelligence Systems
MMOG based on MAS: the MMOG layer
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
Virtual institutions prototype
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
Virtual Agents and 3D Virtual Worlds for Preserving and Simulating Cultures
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
The MMOG Layer: MMOG Based on MAS
Agents for Games and Simulations
A Virtual World Grammar for automatic generation of virtual worlds
The Visual Computer: International Journal of Computer Graphics
Building quests for online games with virtual institutions
Agents for games and simulations II
Narrowing the gap between humans and agents in e-commerce: 3D electronic institutions
EC-Web'05 Proceedings of the 6th international conference on E-Commerce and Web Technologies
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Massively Multiplayer Online Games (MMOGs) are online videogames played at the same time by a huge number of players experiencing together the same virtual world. MMOGs are an important focus of research, not only because they are economically attractive, but also because a MMOG involves many technologies (3D graphics, networking, AI) and a large amount of data that is generated by the interactions of many individuals in an inherently distributed scenario, forming a complex problem. Previous work in this line of research introduced the architecture called the "Massively Multiplayer Online Games based on Multi-Agent Systems", an effort to develop a system to design, and later deploy, MMOGs using agent technologies. In this paper, we present the model and method behind this architecture, paying special attention to the definition and design of the "Game Zones", the representation of the virtual environment. Also, we detail the components and steps to follow in the design of MMOGs based on organizations.