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A BDI Game Master Agentfor Computer Role-playing GamesBao Luong, John Thangarajah, Fabio Zambetta, Mahmud Hasans3272297@st...
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A BDI Game Master Agent


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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 Agentfor Computer Role-playing GamesBao Luong, John Thangarajah, Fabio Zambetta, Mahmud,,, ProblemThough computer Role-playing games(RPGs) are based on classic RPGs, theylack exible storytelling. Game developersusually employ a prescripted quest systemto maintain the overall setting of the sto-ryline. However, by doing so they alsorestrict players interactions.2. Our ApproachWe propose an approach to• Develop a Game Master (GM) agentusing the BDI agent framework.• Implement it into a computer RPG,i.e. Neverwinter Nights (NWN).• Evaluate the BDI GM agent.3. ContributionsWe introduced a technique that usesBDI framework for developing a BDIGM agent. It can help• Improve the exibility of computerRPGs and introduce better gamingexperience.• Decrease game development time.4. BDI Game Master AgentWe demonstrated our approach in a NWN game scenario where the GM directs playersinto a guarded room. There are three main stepsStep 1: Identifying game-flow diagramsThe game-ow diagrams are constructed by mapping the scenario objectivesand their related solutions into operation steps (rectangle) and decision nodes(diamond shape with nodes).Step 2: Mapping Operation Steps to Goal TreeFor operation steps that are joined at a decision node, they become OR connectedsub-goals. For operation steps that are not, they become AND connected sub-goals.Step 3: Constructing BDI Goal-Plan TreeThis step is divided into two minor stepsFirst. We create plans for each goal to design an initial goal-plan tree by1. Expand a goal with alternative plans 2. Create a new planSecond. We rene the initial goal-plan tree by1. 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. ImplementationWe developed a prototype GM agentbased 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 andthe NWN engine.6. Experimental SetupPlayers played both versions of thegame scenario with and without the agent.We then evaluated user experiencefollowing 5 criteria that are• Flexibility.• Replayability.• Clear objective setting.• Interest.• Future appeal.7. ResultsOverall, all participants (31 persons)experienced better gaming experience af-ter playing the scenario with the GMagent.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 UniversityPress, Cambridge, England.2. Padgham, L. and Winiko, M. (2004). Devel-oping Intelligent Agent Systems: A Practi-cal Guide, pages 107 to 135. John Wiley andSons.3. BioWare Corp (2002). Neverwinter Nights.[CD-ROM]. Computer role-playing game.