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Bibliographic record number: 838227

Journal

Authors: Schatten, Markus; Terna, Pietro
Title: From players to agents via the Project ModelMMORPG and the SLAPP simulation shell
Source: SwarmFest 2016 / Zia, Asim (ed). - Vermont, USA : University of Vermont , 2016. 9-10.
Meeting: SWARMFEST 2016: 20th Annual Meeting on Agent Based Modeling & Simulation
Location and date: Vermont, USA, 31.07.-03.08.2016.
Keywords: mmorpg; payers; agents; agent-based modelling; slapp; multi-agent systems; modelmmorpg
Abstract:
Massively multi-player on-line role playing games (MMORPGs) are a relatively new phenomenon which provide us with an excellent opportunity to study two important aspects of computing: (1) large-scale virtual social interaction of people (players) and (2) the design, development and coordination of large-scale distributed artificial intelligence (AI). Both aspects have a commonality reflected in the methods used to study them. Whilst such social interaction can be described and simulated using agent-based models (ABM—providing a social science perspective), distributed AI is commonly approached through multi-agent systems (MAS—providing a computer science perspective). Agents in such a complex system include players (or their avatars) as well as artificial programs like non-playing characters (NPCs), mobs (monsters and other beings to be fought) and player bots (automated players). A very important question to ask, in both the social and the computer science perspective is how do agents organize in order to perform their tasks and reach their objectives? Project ModelMMORPG (Large-Scale Multi-Agent Modeling of Massively On-Line Role-Playing Games1) is a current effort, which employs a combined empirical and theoretical approach towards finding the answer to this question. Our research is therefore aimed towards enriching the organizational design methods for the development of MMORPG to foster the development of self-organizing and adaptable networks of large-scale multi-agent systems. With this in mind, our main goals are: 1. to identify and formalize adequate organizational design methods for developing Large-Scale Multi-Agent Systems (LSMAS) in MMORPGs ; 2. to couple them with real-life and future scenarios from industry ; 3. to provide open and accessible tools, which will allow for design, development, implementation, control, simulation and maintenance of LSMAS in MMORPG. The ex-post artificial agent reconstruction of the behavior of the player will be mainly based on SLAPP, Swarm-Like Agent Protocol in Python.2 SLAPP comes from Swarm (Minar et al., 1996). The project started within the Santa Fe Institute (first release: 1994) and represents a milestone in agent-based simulation. Swarm has been highly successful, being its protocol intrinsically the basis of several successive tools. SLAPP is only one of the possible flavors of Swarm. Other flavors are, as examples, Repast, Ascape, NetLogo and StarLogo, JAS. SLAPP is quite similar to Swarm—with significant addenda, such as the original AESOP layer (Agents and Emergencies for Simulating Organizations in Python)—and it is implemented in Python. In this way, we can use both the simplicity of that language and its advanced internal structure. SLAPP also suggests—as an additional scheduling tool—the recipe metaphor, to organize the events as collections of small acts and steps. A recipe, i.e. a set of directions with a list of ingredients for making or preparing something, in the SLAPP formalism is a sequence of numerical or alphanumerical codes, reported in vectors, and move from an agent to another determining the events and generating the edges of an emerging network. We code the recipes as strings of numbers—their components. Each number (or, if we want, each label) is related to an act or to a routine of the modeled action. Since recipes represent simple processes, we will explore also the process algebra formalism, i.e. a mathematical framework in which system behavior is expressed in the form of algebraic terms, to further formalize the approach. Our objective is to use data collected from player sessions, which includes communication and interaction behavior as well as social network data, to construct agent-based models of player behavior with a special accent on organizational behavior. We envision to use such models to later implement artificial agents that make use of such patterns of interaction and hypothesize that they will achieve better results than agents without such abilities. Minar, N., Burkhart, R., Langton, C. and Askenazi, M. (1996). The Swarm Simulation System: A Toolkit for Building Multi-Agent Simulations. In «SFI Working Paper», vol. 06(42).
URL http://www.santafe.edu/media/workingpapers/96-06-042.pdf
Type of meeting: Predavanje
Type of presentation in a journal: Abstract
Type of peer-review: International peer-review
Project / theme: HRZZ-UIP-2013-11-8537
Original language: ENG
Category: Znanstveni
Research fields:
Computer science,Economics,Information and communication sciences
Full paper text: 838227.Swarmfest_2016_Program.pdf (tekst priložen 12. Lis. 2016. u 12:50 sati)
URL: http://epscor.w3.uvm.edu/pdf/Swarmfest_2016_Program.pdf
Contrib. to CROSBI by: Markus Schatten (mschatte@foi.hr), 12. Lis. 2016. u 12:50 sati



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