Massively Multi-Player On-Line Role-Playing Games (MMORPG) give us the 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 inteligence (AI). A common denominator for both aspects are the methods used to study them: social interaction can be descibed and simulated using agent-based models (ABM) whilst distributed AI is commonly modelled in terms of multi-agent systems (MAS). The important question to ask in both perspectives is how do agents organize in order to perform their tasks and reach their objectives? In the following paper we will present and overview of agent-based approaches to modeling MMORPG's agents including human players, artificial players (bots) and non-playing characters (NPCs). We will put a special accent on useful agent behaviours, coordination and consensus mechanisms as well as organization and social network structure of agent societies.
%0 Conference Paper
%1 Schatten2015
%A Schatten, Markus
%A Tomicić, Igor
%A Okreša Đurić, Bogdan
%B 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)
%C Opatija, HR
%D 2015
%E Biljanović, Petar
%I IEEE
%K ADCAIJ MMORPG SPMDC agent_behaviors bot modeling multi-agent_systems myown npc
%P 1256--1261
%R 10.1109/MIPRO.2015.7160468
%T Multi-agent modeling methods for massivley Multi-Player On-Line Role-Playing Games
%U http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7160468
%X Massively Multi-Player On-Line Role-Playing Games (MMORPG) give us the 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 inteligence (AI). A common denominator for both aspects are the methods used to study them: social interaction can be descibed and simulated using agent-based models (ABM) whilst distributed AI is commonly modelled in terms of multi-agent systems (MAS). The important question to ask in both perspectives is how do agents organize in order to perform their tasks and reach their objectives? In the following paper we will present and overview of agent-based approaches to modeling MMORPG's agents including human players, artificial players (bots) and non-playing characters (NPCs). We will put a special accent on useful agent behaviours, coordination and consensus mechanisms as well as organization and social network structure of agent societies.
%@ 978-9-5323-3082-3
@inproceedings{Schatten2015,
abstract = {Massively Multi-Player On-Line Role-Playing Games (MMORPG) give us the 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 inteligence (AI). A common denominator for both aspects are the methods used to study them: social interaction can be descibed and simulated using agent-based models (ABM) whilst distributed AI is commonly modelled in terms of multi-agent systems (MAS). The important question to ask in both perspectives is how do agents organize in order to perform their tasks and reach their objectives? In the following paper we will present and overview of agent-based approaches to modeling MMORPG's agents including human players, artificial players (bots) and non-playing characters (NPCs). We will put a special accent on useful agent behaviours, coordination and consensus mechanisms as well as organization and social network structure of agent societies.},
added-at = {2017-03-12T23:30:46.000+0100},
address = {Opatija, HR},
author = {Schatten, Markus and Tomi{\v{c}}ić, Igor and {Okreša Đurić}, Bogdan},
biburl = {https://www.bibsonomy.org/bibtex/2e83d2bccf493ff8b75904cac2a5c22b7/bogokdu},
booktitle = {38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)},
doi = {10.1109/MIPRO.2015.7160468},
editor = {Biljanović, Petar},
file = {:C$\backslash$:/Users/Bogdan/Documents/Mendeley Desktop/Schatten, Tomi{\v{c}}ić, Okreša Đurić - 2015 - Multi-agent modeling methods for massivley Multi-Player On-Line Role-Playing Games.pdf:pdf;:C$\backslash$:/Users/Bogdan/Documents/Mendeley Desktop/Schatten, Tomi{\v{c}}ić, Okreša Đurić - 2015 - Multi-agent modeling methods for massivley Multi-Player On-Line Role-Playing Games.pdf:pdf},
interhash = {507563e1f4412a6d16f9db7d30c75465},
intrahash = {e83d2bccf493ff8b75904cac2a5c22b7},
isbn = {978-9-5323-3082-3},
keywords = {ADCAIJ MMORPG SPMDC agent_behaviors bot modeling multi-agent_systems myown npc},
mendeley-tags = {ADCAIJ,SPMDC},
month = may,
pages = {1256--1261},
publisher = {IEEE},
timestamp = {2017-03-12T23:32:37.000+0100},
title = {{Multi-agent modeling methods for massivley Multi-Player On-Line Role-Playing Games}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7160468},
year = 2015
}