A periphery of Pogamut: from bots to agents and back again
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F11%3A10105006" target="_blank" >RIV/00216208:11320/11:10105006 - isvavai.cz</a>
Výsledek na webu
<a href="http://artemis.ms.mff.cuni.cz/main/papers/Gemrot_Pogamut_periphery_2011.pdf" target="_blank" >http://artemis.ms.mff.cuni.cz/main/papers/Gemrot_Pogamut_periphery_2011.pdf</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
A periphery of Pogamut: from bots to agents and back again
Popis výsledku v původním jazyce
Despite virtual characters from 3D videogames - also called bots - seem to be close relatives of intelligent software agents, the mechanisms of agent reasoning are only rarely applied in videogames. Why is this? One possible reason is the incompatibilitybetween representations used by agent decision making systems (DMS) and videogame worlds, as well as different handling of these representations. In recent years, we developed Pogamut, which is a toolkit for coupling videogame worlds with DMSs originating within the agent oriented research as well as other disciplines, allowing for controlling in-game characters by these DMSs. To this end, Pogamut features an interface bi-directionally bridging the "representational gap" between a game world and an external DMS. This paper conceptualises functionality of this interface based on our experience with connecting Pogamut to various game worlds, most notably Unreal Tournament 2004. We present a general abstract framework, which verbalises re
Název v anglickém jazyce
A periphery of Pogamut: from bots to agents and back again
Popis výsledku anglicky
Despite virtual characters from 3D videogames - also called bots - seem to be close relatives of intelligent software agents, the mechanisms of agent reasoning are only rarely applied in videogames. Why is this? One possible reason is the incompatibilitybetween representations used by agent decision making systems (DMS) and videogame worlds, as well as different handling of these representations. In recent years, we developed Pogamut, which is a toolkit for coupling videogame worlds with DMSs originating within the agent oriented research as well as other disciplines, allowing for controlling in-game characters by these DMSs. To this end, Pogamut features an interface bi-directionally bridging the "representational gap" between a game world and an external DMS. This paper conceptualises functionality of this interface based on our experience with connecting Pogamut to various game worlds, most notably Unreal Tournament 2004. We present a general abstract framework, which verbalises re
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/GAP103%2F10%2F1287" target="_blank" >GAP103/10/1287: PlanEx: Propojení plánování a provádění plánů</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>Z - Vyzkumny zamer (s odkazem do CEZ)<br>S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2011
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Lecture Notes in Computer Science
ISSN
0302-9743
e-ISSN
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Svazek periodika
2011
Číslo periodika v rámci svazku
6525
Stát vydavatele periodika
DE - Spolková republika Německo
Počet stran výsledku
19
Strana od-do
19-37
Kód UT WoS článku
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EID výsledku v databázi Scopus
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