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Digital Library

of the European Council for Modelling and Simulation

 

Title:

A Framework for Implementing Deliberative Agents in Computer Games

Authors:

Nicholas P. Davies, Quasim.H. Mehdi, Norman E. Gough

Published in:

 

 

(2006).ECMS 2006 Proceedings edited by: W. Borutzky, A. Orsoni, R. Zobel. European Council for Modeling and Simulation. doi:10.7148/2006 

 

ISBN: 0-9553018-0-7

 

20th European Conference on Modelling and Simulation,

Bonn, May 28-31, 2006

 

Citation format:

Davies, N. P., Mehdi, Q. H., & Gough, N. (2006). A Framework for Implementing Deliberative Agents in Computer Games. ECMS 2006 Proceedings edited by: W. Borutzky, A. Orsoni, R. Zobel (pp. 627-632). European Council for Modeling and Simulation. doi:10.7148/2006-0627

DOI:

http://dx.doi.org/10.7148/2006-0627

Abstract:

With the emergence of complex computer games and advanced gaming hardware, possibilities for overcoming some of the deficiencies in traditional game AI are becoming feasible. These deficiencies (repetitive, predictable, inhuman behaviour) are caused by the reliance on simple, reactive AI techniques for in

game characters, and can be overcome by using more sophisticated AI and agent techniques. The aim of our research is to create new forms of intelligent characters (agents) that will exhibit human-like intelligence and provide more challenging and entertaining virtual opponents and team mates for computer games. We present here an overview of the Belief Desire Intention (BDI) model of agency, and its applicability to computer games, and present our prototype application that implements a BDI agent system within the 3D computer game Unreal Tournament via GameBots and JavaBots technology. We also outline our future goals for improving the system via the introduction of multi agent scenarios that require cooperation between selfinterested autonomous entities.

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