
By Jakub Gemrot, Rudolf Kadlec, Michal Bída (auth.), Frank Dignum, Jeff Bradshaw, Barry Silverman, Willem van Doesburg (eds.)
Research on multi-agent platforms has supplied a promising expertise for enforcing cognitive clever non-playing characters. despite the fact that, the applied sciences utilized in online game engines and multi-agent structures usually are not effectively suitable as a result of a few inherent modifications in issues. the place online game engines specialise in real-time features and hence propagate potency and critical regulate, multi-agent systems imagine autonomy of the brokers. elevated autonomy and intelligence may well provide merits for a extra compelling gameplay and should also be valuable for critical video games. although, difficulties happen while present video game layout thoughts are used to include cutting-edge multi-agent procedure know-how. a truly comparable argument could be given for agent-based (social) simulation.
This quantity includes the papers awarded at AGS 2009, the 1st foreign Workshop on brokers for video games and Simulations, held in Budapest on might eleven, 2009. the focal point of the workshop was once at the specific demanding situations dealing with these utilizing agent know-how for video games and simulations, with subject matters protecting the technical, conceptual and layout elements of the field.
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Siˇ ak et al. Fig. 7. The effect of changing the hardware resources allocated to deliberative control parts while keeping the resources allocated to the rest of the system constant; the effect measured in terms of the total simulation run-time (left) and simulation run-time per normalized airplane (right) significant speed-up for the same reasons as in the previous case. The different property is for more hardware resources (four, five and six cores). In such a case, the simulation stays optimally loaded, the simulation run-time decreases and the normalized run-time remains constant.
The left region of the charts (one, two and three partitions) shows a significant speed-up in both the simulation run-time and normalized run-time. This is because the small number of partitions in the simulation are overloaded. Adding more hardware and thus more partitions (three, four and five partitions) corresponds to the optimally-utilized simulation. The simulation run-time is still reduced, however, the normalized run-time stagnates. This is caused by rising demands for partition-to-partition coordination.
Multi-Agent Technology for Air Traffic Control and Incident Management in Airport Airspace. In: Proceedings of the International Workshop Agents in Traffic and Transportation, Portugal, pp. : Time-stepped hybrid simulation (TSHS) for large scale networks. In: IEEE INFOCOM 2000. Nineteenth Annual Joint Conference of the IEEE Computer and Communications Societies. Proceedings, vol. : Protocol-based conflict resolution for air traffic control. Air Traffic Control Quarterly 15(1), 1–34 (2007) 32 ˇ sl´ D. Siˇ ak et al.