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A Periphery of Pogamut: From Bots to Agents and Back Again

机译:Pogamut的外围:从机器人到特工,再回来

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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.
机译:尽管3D电子游戏中的虚拟角色(也称为bot)似乎是智能软件代理的近亲,但代理推理机制很少在电子游戏中应用。为什么是这样?一个可能的原因是代理决策系统(DMS)使用的表示与视频游戏世界之间的不兼容,以及对这些表示的不同处理。近年来,我们开发了Pogamut。这是一个工具包,用于将视频游戏世界与源自面向代理的研究以及其他学科中的DMS耦合在一起,从而允许通过这些DMS控制游戏中角色。为此,Pogamut具有双向弥合游戏世界与外部DMS之间的“代表性差距”的界面。本文根据我们将Pogamut连接到各种游戏世界(尤其是Unreal Tournament 2004)的经验来概念化此接口的功能。我们提供了一个通用的抽象框架,该语言要求代理商研究人员必须满足的语言要求,以便采用他/她的推理机制进行操作。控制游戏中的虚拟角色。本文还回顾了Pogamut,研究人员可以利用它。

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