scholarly journals An Intelligent and Collaborative Multiagent System in a 3D Environment

Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 36
Author(s):  
Alejandro Rodríguez-Arias ◽  
Bertha Guijarro-Berdiñas ◽  
Noelia Sánchez-Maroño

Multiagent systems (MASs) allow facing complex, heterogeneous, distributed problems difficult to solve by only one software agent. The world of video games provides problems and suitable environments for the use of MAS. In the field of games, Unity is one of the most used engines and allows the development of intelligent agents in virtual environments. However, although Unity allows working in multiagent environments, it does not provide functionalities to facilitate the development of MAS. The aim of this work is to create a multiagent system in Unity. For this purpose, a predator–prey problem was designed in which the agents must cooperate to arrest a thief driven by a human player. To solve this cooperative problem, it is required to create the representation of the environment and the agents in 3D; to equip the agents with vision, contact, and sound sensors to perceive the environment; to implement the agents’ behaviors; and, finally but not less important, to build a communication system between agents that allows negotiation, collaboration, and cooperation between them to create a complex, role-based chasing strategy.

2014 ◽  
Vol 2014 ◽  
pp. 1-6
Author(s):  
Wei Qian ◽  
Lei Wang

This paper addresses the global consensus of nonlinear multiagent systems with asymmetrically coupled identical agents. By employing a Lyapunov function and graph theory, a sufficient condition is presented for the global exponential consensus of the multiagent system. The analytical result shows that, for a weakly connected communication graph, the algebraic connectivity of a redefined symmetric matrix associated with the directed graph is used to evaluate the global consensus of the multiagent system with nonlinear dynamics under the common linear consensus protocol. The presented condition is quite simple and easily verified, which can be effectively used to design consensus protocols of various weighted and directed communications. A numerical simulation is also given to show the effectiveness of the analytical result.


2015 ◽  
Vol 10 (1) ◽  
pp. 73-88 ◽  
Author(s):  
Benjamin Beil ◽  
Hanns Christian Schmidt

Abstract As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.


2018 ◽  
Vol 18 (1) ◽  
pp. 18
Author(s):  
Richárd Fromann ◽  
Andrei Damsa

A videojáték-kutatás egyik közkedvelt területe a különböző játékostipológiák feltérképezése. Az ehhez kapcsolódó kutatások célja rendszerint az, hogy bemutassák a játékok mögött meghúzódó motivációs erőket, valamint kategorizálva, jól értelmezhető modellekbe ágyazva prezentálják ezeket. Jelen tanulmány két, egymáshoz szorosan kapcsolódó elméleti konstruktumot ismertet. Az első a JátékosLét Kutatóközpont által végzett kutatás eredményeként megalkotott F-modell, mely a videojátékosok motivációs dimenziói mentén kialakított tipológiát mutatja be, a második pedig a Szervezeti Személyiség Profil, az F-modell munkahelyi környezetbe ágyazott verziója. --- From video games to the world of work – player typologies and workplace motivation Player’s typologies are one of the most popular fields of videogame research. The main goal of these studies is to describe the motivational dimensions related to videogames and based on these factors to create well-defined player categories. This paper aims to present two connected models – one from the field of game research, and one from the aspect of workplace motivation. The F-model (for videogame player typology) was constructed using the data from the “JátékosLét Kutatás”, a Hungarian nationwide research project with more than 50,000 completed surveys. Based on the F-model, an organisational-focused motivational model was also created (Organisational Personality Profile). Keywords: videogame research, gamification, F-Model, Organisational Personality Profile (OPP)


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


Author(s):  
Alexander A. Musaev ◽  
◽  
Andrey V. Gaikov ◽  

The problem of the of a non-stationary system state predicting is considered. The decision based on the joint processing of the results obtained by a group of independent statistical extrapolators. In the terminology of multiagent systems, each extrapolator is an intelligent agent. The quality of the agent solutions is evaluated on retrospective data and is used as weight characteristic in the problem of a terminal solution estimation. The specificity of non-stationary processes with a chaotic system component leads to the empiricca version of the forecast generation algorithm


2020 ◽  
pp. 23-39
Author(s):  
Gracia Liu-Farrer

This chapter assesses what attracts people to Japan. Using narratives, it explains how Japan is positioned in migrants' imagined cartography of global mobility. First of all, Japan is a land filled with opportunities. Japan provides economic incentives for some, and education opportunities and career alternatives for others. At times it is a way to escape oppressive circumstances in immigrants' home societies. Second, Japan has also been a place imbued with fantasy; Japan attracts those who have genuine cultural interests in the country. Rising from the ruins of war, Japan dazzled the world with its rapid advances in technology and economic power. The economic miracle drew people in to explore Japan's social and cultural practices. Since the 1990s, Japanese anime, manga, and video games have gained worldwide fandom. Thus, for people with cultural interests, Japan is not merely one destination out of many; it is exactly where they want to be.


Author(s):  
Benjamin Rodrigue

This chapter will describe several methods of detecting collision events within a 3D environment. It will also discuss some of the bounding volumes, and their intersection tests that can be used to contain the graphical representation of objects in a video game. The first part of the chapter will cover the use of Axially Aligned Bounding Boxes (AABBs) and Radial Collision Volumes. The use of hierarchies with bounding volumes will be discussed. The next section of the chapter will focus on Object Oriented Bounding Boxes (OOBs). The third section is concerned with the Gilbert-Johnson-Keerthi distance algorithm (GJK). The last three sections will focus on ways of optimizing the collision detection process by culling unnecessary intersection tests through the use of type lists, sorted lists and spatial partitioning.


2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


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