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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Extra info for Agents for Games and Simulations: Trends in Techniques, Concepts and Design
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.