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A BDI Game Master Agent

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A BDI Game Master Agent

This is our AAMAS 2013 poster of our paper "ABDI Game Master Agent
for Computer Role-playing Games". A prototypical implementation was carried out in Neverwinter Nights (Bioware, 2002) using NWN Extender to connect the game engine to the JACK BDI framework.

This is our AAMAS 2013 poster of our paper "ABDI Game Master Agent
for Computer Role-playing Games". A prototypical implementation was carried out in Neverwinter Nights (Bioware, 2002) using NWN Extender to connect the game engine to the JACK BDI framework.

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A BDI Game Master Agent

  1. 1. A BDI Game Master Agent for Computer Role-playing Games Bao Luong, John Thangarajah, Fabio Zambetta, Mahmud Hasan s3272297@student.rmit.edu.au, johnt@rmit.edu.au, fabio.zambetta@rmit.edu.au, s3317339@student.rmit.edu.au 1. Problem Though computer Role-playing games (RPGs) are based on classic RPGs, they lack exible storytelling. Game developers usually employ a prescripted quest system to maintain the overall setting of the sto- ryline. However, by doing so they also restrict player's interactions. 2. Our Approach We propose an approach to • Develop a Game Master (GM) agent using the BDI agent framework. • Implement it into a computer RPG, i.e. Neverwinter Nights (NWN). • Evaluate the BDI GM agent. 3. Contributions We introduced a technique that uses BDI framework for developing a BDI GM agent. It can help • Improve the exibility of computer RPGs and introduce better gaming experience. • Decrease game development time. 4. BDI Game Master Agent We demonstrated our approach in a NWN game scenario where the GM directs players into a guarded room. There are three main steps Step 1: Identifying game-flow diagrams The game-ow diagrams are constructed by mapping the scenario objectives and their related solutions into operation steps (rectangle) and decision nodes (diamond shape with nodes). Step 2: Mapping Operation Steps to Goal Tree For operation steps that are joined at a decision node, they become OR connected sub-goals. For operation steps that are not, they become AND connected sub-goals. Step 3: Constructing BDI Goal-Plan Tree This step is divided into two minor steps First. We create plans for each goal to design an initial goal-plan tree by 1. Expand a goal with alternative plans 2. Create a new plan Second. We rene the initial goal-plan tree by 1. Add new plans to single-plan goals. 2. Add new sub-goals to plans. 3. Group similar goals and plans. 4. Collapse sub-goals into single plans. 5. Implementation We developed a prototype GM agent based on a scenario in NWN, and inte- grated it into the engine through the Nev- erwinter Nights eXtender plugin. The communication layer between the agent and the NWN engine. 6. Experimental Setup Players played both versions of the game scenario with and without the agent. We then evaluated user experience following 5 criteria that are • Flexibility. • Replayability. • Clear objective setting. • Interest. • Future appeal. 7. Results Overall, all participants (31 persons) experienced better gaming experience af- ter playing the scenario with the GM agent. Summarised results from the survey. A = Game w/o GM, B = Game with GM. 1. Bratman, M. E. (1999). Intention, Plans, and Practical Reason. Cambridge University Press, Cambridge, England. 2. Padgham, L. and Winiko, M. (2004). Devel- oping Intelligent Agent Systems: A Practi- cal Guide, pages 107 to 135. John Wiley and Sons. 3. BioWare Corp (2002). Neverwinter Nights. [CD-ROM]. Computer role-playing game.

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