Abstract
The AI techniques used in commercial games are usually predictable, inflexible and unadaptive, causing a lack of realism for the player. In this paper, we introduce a proposal of integrating the ALIVE framework, based on Organisational theory, into commercial games. The objective of our proposal is to provide game AI developers with a methodology and tools to model gaming scenarios using social structures.
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
References
Aldewereld, H., Alvarez-Napagao, S., Dignum, F., Vázquez-Salceda, J.: Making Norms Concrete. In: Proceedings of 9th International Conference on Autonomous Agents and Multiagent Systems (2010)
Alvarez-Napagao, S., Cliffe, O., Vázquez-Salceda, J., Padget, J.: Norms, Organisations and Semantic Web Services: The ALIVE approach. In: Workshop on Coordination, Organization, Institutions and Norms at MALLOW 2009 (2009)
Charles, D.: Enhancing gameplay: Challenges for artificial intelligence in digital games. In: Proceedings of the 1st World Conference on Digital Games (2003)
Dignum, V.: A model for organizational interaction: based on agents, founded in logic. PhD Thesis, Utrecht University (2004)
Laird, J., Newell, A., Rosenbloom, P.: SOAR: An architecture for general intelligence. Carnegie-Mellon University Technical Report (1987)
Leite, J., Soares, L.: Evolving characters in role playing games. Cybernetics and Systems (2006)
Long, E.: Enhanced NPC behaviour using goal oriented action planning. PhD Thesis, University of Abertay-Dundee (2007)
Millington, I., Funge, J.: Artificial Intelligence for Games. Morgan Kaufmann, San Francisco (2009)
Nareyek, A.: Game AI Is Dead. Long Live Game AI! IEEE Intelligent Systems (2007)
Orkin, J.: Three states and a plan: the AI of FEAR. In: Proceedings of the 2006 Game Developers Conference (2006)
Quillinan, T.B., Aldewereld, H., Wijngaards, F.N., Brazier, F., Dignum, F., Dignum, V., Penserini, L.: Developing Agent-based Organizational Models for Crisis Management. In: Decker, K.S., Sierra, C., Castelfranchi, C. (eds.) Proceedings of the 8th Int. Conf. on Autonomous Agents and Multiagent Systems (AAMAS 2009), pp. 45–52 (2009)
Spronck, P., Ponsen, M., Sprinkhuizen-Kuyper, I.: Adaptive game AI with dynamic scripting. Machine Learning (2006)
Westra, J., van Hasselt, H., Dignum, V., Dignum, F.: On-line Adapting Games using Agent Organizations. In: IEEE Symposium on Computational Intelligence and Games (CIG 2008) (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Alvarez-Napagao, S., Koch, F., Gómez-Sebastià, I., Vázquez-Salceda, J. (2011). Making Games ALIVE: An Organisational Approach. In: Dignum, F. (eds) Agents for Games and Simulations II. AGS 2010. Lecture Notes in Computer Science(), vol 6525. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-18181-8_13
Download citation
DOI: https://doi.org/10.1007/978-3-642-18181-8_13
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-18180-1
Online ISBN: 978-3-642-18181-8
eBook Packages: Computer ScienceComputer Science (R0)