RiskMan

Author(s):  
Manolya Kavakli

The purpose of this chapter is to discuss the use of multi-agent systems to develop virtual reality training systems. We first review these systems and then investigate the architectures used. We demonstrate an example of our own (RiskMan) and then discuss the advantages and drawbacks of using multi-agent agent approaches in the development of virtual reality training systems. The chapter describes the system architecture of a multi-agent system for risk management (RiskMan) to help train police officers to handle high-risk situations. RiskMan has been developed using a high-level scripting language of a game engine, Unreal Tournament 2004. The major modules are a scenario-based expert system, a narrative engine, a game engine, and a graphics engine. The system integrates a simulation agent, trainee agent, communication agent, interface agent, and scripted agents communicating using games technology.

2007 ◽  
Vol 19 (3) ◽  
pp. S8 ◽  
Author(s):  
A.W. Beavis ◽  
J.W. Ward ◽  
P. Bridge ◽  
R. Appleyard ◽  
A.J. Jessop ◽  
...  

2021 ◽  
Vol 2107 (1) ◽  
pp. 012047
Author(s):  
Ng YenChern ◽  
Cheah WaiShiang ◽  
Sim KengWai ◽  
Muhammad Asyraf bin Khairuddin ◽  
Nurfauza bt Jali ◽  
...  

Abstract Fire evacuation simulation is used to simulate the fire evacuation procedures by involving human-like agents. In this paper, the fire evacuation simulation is designed and developed by adopting the BDI agent plug-in. BDI (Belief, Desires, Intentions) is a technique used in modelling the multi-agent system. A tool and BDI methodology are introduced to help in modelling human behaviour and the decision making of an agent. In this paper, the usability of the BDI methodology and BDI agent plug-in tool is studied through a case study of a fire evacuation environment. The case study covers the three main components needed in a fire evacuation simulation: the fire (the spread of the fire and smoke), the building layout (the classroom and physical objects), and the human-like multi-agents. Using the Unity game engine, a fire evacuation simulation system is built based on the requirements, methodology, and design. The usability of the BDI agent plug-in tool can be proven by observing the results of the fire evacuation simulation and the reaction of agents when encountering the fire situation. However, there are also some limitations of this fire evacuation simulation. Therefore, there are works to be done to develop a more realistic fire evacuation simulation and more human-like multi-agents in future.


2020 ◽  
Vol 140 ◽  
pp. 102732 ◽  
Author(s):  
Carlos Marín-Lora ◽  
Miguel Chover ◽  
José M. Sotoca ◽  
Luis A. García

Author(s):  
Rositsa Radoeva ◽  
Emiliyan Petkov ◽  
Teodor Kalushkov ◽  
Georgi Shipkovenski

1996 ◽  
Vol 05 (03) ◽  
pp. 347-366
Author(s):  
AGOSTINO POGGI ◽  
PAOLA TURCI

This paper presents a concurrent object-oriented language, called CUBL, that seems be suitable for the development and maintenance of multi-agent systems. This language is based on objects, called c_units, that act in parallel and communicate with each other through synchronous and asynchronous message passing, and allows the distribution of a program, that is, of its objects on a network of UNIX workstations. This language has been enriched with an agent architecture that offers some of more important features for agent-oriented programming and some advantages as regards the other implemented agent architectures. In particular this architecture allows the development of systems where agents communicate with each other through a high level agent communication language and can change their behavior during their life.


2001 ◽  
Vol 16 (3) ◽  
pp. 406-411 ◽  
Author(s):  
E.C. Hamilton ◽  
D.J. Scott ◽  
J.B. Fleming ◽  
R.V. Rege ◽  
R. Laycock ◽  
...  

2021 ◽  
Author(s):  
valeria seidita ◽  
francesco lanza ◽  
Patrick Hammer ◽  
Antonio Chella ◽  
Pei Wang

This work explore the possibility to combine the Jason reasoning cycle with a Non-Axiomatic Reasoning System (NARS) to develop multi-agent systems that are able to reason, deliberate and plan when information about plans to be executed and goals to be pursued is missing or incomplete. The contribution of this work is a method for BDI agents to create high-level plans using an AGI (Artificial General Intelligence) system based on non-axiomatic logic.


2021 ◽  
Vol 11 (17) ◽  
pp. 8064
Author(s):  
Sergo Martirosov ◽  
Petr Hořejší ◽  
Pavel Kopeček ◽  
Marek Bureš ◽  
Michal Šimon

The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also prepared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and suggestions are given to duplicate the study with different variables to try to achieve different results.


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