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R. In: Proceedings of Game Developer’s Conference (2006) 3. : Real-time Neuroevolution in the NERO Video Game. IEEE Transactions on Evolutionary Computation 9(6), 653–668 (2005) 4. : Introduction to Hidden Markov Models. In: AI Game Programming Wisdom 3, pp. 633–646. Charles River Media, Hingham (2006) 5. : An Introduction to MultiAgent Systems. John Wiley & Sons, Chichester (2002) 6. : Design of a Decision Maker Agent for a Distributed Role Playing Game – Experience of the SimParc Project. , van Doesburg, W.
SharedWorldView, the main component of the architecture, can be conceived as a blackboard shared by the GE and all the agents. 7 Conclusion This paper started with the question Can knowledge accumulated in the MAS field concerned with agent reasoning be used for reasoning of individual bots or a couple of bots? We argued that to answer this question, it is necessary to connect several A Periphery of Pogamut: From Bots to Agents and Back Again 35 agent DMS to a single GE and compare them against existing AI techniques currently used by the game industry.
R. In: Game Developer’s Conference Proceedings (2006) 23. : AgentSpeak(L): BDI agents speak out in a logical computable language. , Van de Velde, W. ) MAAMAW 1996. LNCS, vol. 1038. Springer, Heidelberg (1996) 24. Game Engine. 2010) 25. : 3D game engine programming. In: Course Technology PTR (2004) 26. 2010) 27. 2010) 28. 2010) 29. : Optimal and Efficient Path Planning for Partially-Known Environments. In: Proceedings of the International Conference on Robotics and Automation (1994) 30. : The Ultimate Guide to FSMs in Games.