By Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)
This e-book is composed usually of revised papers that have been provided on the brokers for academic video games and Simulation (AEGS) workshop hung on might 2, 2011, as a part of the self reliant brokers and MultiAgent platforms (AAMAS) convention in Taipei, Taiwan. The 12 complete papers offered have been conscientiously reviewed and chosen from numerous submissions. The papers are prepared topical sections on middleware purposes, dialogues and studying, adaption and convergence, and agent applications.
Read Online or Download Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers PDF
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Extra resources for Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers
To form an agreement on 28 J. van Oijen, L. Vanh´ee, and F. Dignum the actions agents can perform in an environment, (parameterized) action classes should be speciﬁed in the domain ontology. Domain ontologies can be created using an ontology editor like Prot´eg´e. An interesting feature is the ability to change and extend meta-classes for objects, events or actions. This allows the ontology to support custom data ﬁelds for speciﬁc types of concepts. g. visual, auditory or tactile) which use will be described later.
We assume the game engine oﬀers us the functionality to achieve the required queries. With this approach, one can easily build a sensor library in the GE Interface layer to store diﬀerent sensors with more or less advanced algorithms. CIGA: A Middleware for Intelligent Agents in Virtual Environments 31 Since sensors can be dynamically replaced, one can support diﬀerent level of details (LODs) for sensors. Based on the list of observable entities, sensing in the base class continues by extracting sensory information from these entities using the Semantic Processing described before.
The students attended an introductory course on the control of virtual characters. The course is intended for students without previous AI or 3D graphics knowledge but with previous programming experience. Only students from the second or a higher year of study can attend. The course comprises of 12 theoretical lectures (90 minutes each) and 6 practical lessons at computers (90 minutes each). The theoretical classes are detailed in [20, 22]. During practical lessons, the students are taught how to work with Pogamut 3 platform library (2 lessons) and develop behavior of virtual agents using both Java (2 lessons) and POSH (2 lessons) .
Agents for Educational Games and Simulations: International Workshop, AEGS 2011, Taipei, Taiwan, May 2, 2011. Revised Papers by Surangika Ranathunga, Stephen Cranefield (auth.), Martin Beer, Cyril Brom, Frank Dignum, Von-Wun Soo (eds.)