Intelligence without representation
Artificial Intelligence
Intelligence by design: principles of modularity and coordination for engineering complex adaptive agents
Ai Game Engine Programming (Game Development Series)
Ai Game Engine Programming (Game Development Series)
The behavior oriented design of an Unreal Tournament character
Lecture Notes in Computer Science
Programming Multi-Agent Systems in AgentSpeak using Jason (Wiley Series in Agent Technology)
Programming Multi-Agent Systems in AgentSpeak using Jason (Wiley Series in Agent Technology)
Game Development With LUA (Game Development Series)
Game Development With LUA (Game Development Series)
AI characters and directors for interactive computer games
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
Two Case Studies for Jazzyk BSM
Agents for Games and Simulations
The behavior-oriented design of modular agent intelligence
NODe'02 Proceedings of the NODe 2002 agent-related conference on Agent technologies, infrastructures, tools, and applications for E-services
An empirical study of patterns in agent programs
PRIMA'10 Proceedings of the 13th international conference on Principles and Practice of Multi-Agent Systems
Notes on pragmatic agent-programming with Jason
ProMAS'11 Proceedings of the 9th international conference on Programming Multi-Agent Systems
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
Empirical software engineering for agent programming
Proceedings of the 2nd edition on Programming systems, languages and applications based on actors, agents, and decentralized control abstractions
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Part of Academia's motivation for improving agent-based languages and architectures is the hope that some of its solutions might be, one day, adopted by the videogame industry for specification of agents' behavior. However, the games industry already employs its own techniques for that purpose. Thus we need rigorous empirical data to provide an insight to the expected utility of academic solutions and pinpoint their most promising features. Game pro-grammers often face situations when they have to understand and modify the work of current or former colleagues, or to extend their own work from months or even years ago. Thus, one way an academia's solution could provide value would be that it outperforms the industry's typical approach under these circumstances --- offering better code readability and maintainability. Here we present results of an empirical study modeling this problem. We adopt Java programming as the industry approach (modeling scripting) and choose the POSH reactive planner as an academic approach. We engaged 22 computer science students attending a university course on virtual agents on two programming assignments, in which they had to produce specific high-level behaviors of 3D virtual agents solving different game-like tasks. First, students had to produce the behavior of a particular task from scratch. Second, these behaviors were used in an assignment where students had to extend the behavior coded by someone else. Finally, three months later, 8 of these students were told to extend their own behavior they coded in the first assignment. The quantitative results indicate that Java is as good as POSH in terms of subjective programmers' preference and that there is no objective difference between qualities of created behaviors. The qualitative results suggest several useful but also troublesome features of POSH, some of which are shared by other languages, suggesting possible improvements.