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26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##11 
ShaMAN: an Agent Meta-
model for Computer Games
Steve Goschnick1
, Sandrine Balbo2
& Liz Sonenberg3
Interaction Design Group1,2,3
, & Agent Lab1,3
Department of Information Systems
University of Melbourne
stevenbg@unimelb.edu.au
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##22 
AO and HCSE – a fit?
 Implicitly, some AO architectures, frameworks and
methodologies suggest good compatibility, e.g.
 BDI – via Folk Psychology
 ShadowBoard – via Analytical Psychology
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##33 
A Gap in Agent
Architectures:
 The Human Computer Interface is important
in AO systems, as it was in OO.
 Data Modellers know something in general
about models and meta-models.
 This work is aimed at enhancing AO
concepts, architectures and technology wrt
application to computer games in
particularly.
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##44 
Most AO architectures…
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##55 
Comparison of concepts (AO)
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##66 
Meta-model differences
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##77 
The ShaMAN Meta-Model
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##88 
MAS for Computer Games & Rich UI Apps
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##99 
The ShaMAN Meta-Model
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1010 
The Locale sub-section of meta-
model
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1111 
Games and Rich User Interfaces
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1212 
AO and HCSE – a fit?
 This work is aimed at enhancing AO
concepts, architectures and technology wrt
application to computer games in
particularly, however:
 Much of it generalises to:
 AO applications with a graphic or rich media
user interface.
 Human-in-the-loop AO systems, that use a
computer screen within the human-agent
interaction interface.
1
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##11 
ShaMAN: an Agent Meta-
model for Computer Games
Steve Goschnick1
, Sandrine Balbo2
& Liz Sonenberg3
Interaction Design Group1,2,3
, & Agent Lab1,3
Department of Information Systems
University of Melbourne
stevenbg@unimelb.edu.au
2 6 Sep 2 0 0 82 6 Sep 2 0 0 8 HCSE-2 0 0 8 , Pisa (EIS-2 0 0 8 )HCSE-2 0 0 8 , Pisa (EIS-2 0 0 8 ) ##22 
AO and HCSE – a fit?
 Implicitly, some AO architectures, frameworks and
methodologies suggest good compatibility, e.g.
 BDI – via Folk Psychology
 ShadowBoard – via Analytical Psychology
Does the Agent-Oriented (AO) paradigm of software development fit a
Human Centred Software Engineering approach?
Yes it does as several AO architectures are directly based on human
psychology models, including:
* BDI (Beliefs, Desires and Intentions) based on Folk Psychology.
* Shadowboard based on Analytical Psychology (Jungian and Psychology of
Sub-Selves).
In the process of building more intelligent software systems researchers
have moved abstraction beyond just abstracting objects and procedures, to
the abstraction of mentalistic notions draw from Psychology.
In doing so they have created models that are tailor-made for human-centred
software engineering.
3
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##33 
A Gap in Agent
Architectures:
 The Human Computer Interface is important
in AO systems, as it was in OO.
 Data Modellers know something in general
about models and meta-models.
 This work is aimed at enhancing AO
concepts, architectures and technology wrt
application to computer games in
particularly.
Intended emphasis:
1. That computer screens remain an integral part of the human-agent
interface, for the sorts of applications that the AO paradigm can and
could be used for, for some long time to come.
2. While AO researchers are doing more in the meta-model area than ever
before, other paradigms have experience and expertise in meta-models
and the quality of models. While AO researchers are well aware of the
OO modelling notations – e.g. they use UML class diagram, in the main
– ER modelling from the Information Engineering/Analysis field, is less
well known, but holds some useful insights.
3. While computer games are some distance away from most enterprise
applications, the SHAMAN meta-model presented here, has some
generic features applicable to other areas of AO application.
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##44 
Most AO architectures…
Prior to the ShaMAN, meta-model most Agent-Oriented meta-model,
architectures or frameworks, only include some subset of these entities.
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##55 
Comparison of concepts (AO)
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##66 
Meta-model differences
The color/shaded areas of the table show the extra entities and concepts
included in the ShaMAN model, over-and-above the other models examined
here.
Note: Apart from being useful in computer games, these extra entities in the
ShaMAN model, are slowly being backstitched into various social
networking platforms, in their bottom-up iterative approach to system
design.
7
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##77 
The ShaMAN Meta-Model
Intended emphasis:
1. While the model does have a lot of entities, it has 8 which have/are
hierarchies – Goal, Role, Agent, SocialWorld, Task, Resource, Locale
and Ontology – about which the model can be examined and better
comprehended in sub-models – as follows in coming slides.
2. The model is quite readable in terse natural language statements – Noun-
verb-noun: Role comes with Responsibility; Goal is a part of
Responsibility; Locale is populated by Inhabitants; etc. in the ER and
UML class-model traditions
Possible Questions:
Qs.1: The meta-model looks awfully complex: how are we ever going to get
enterprise analysts (any domain application analysts/developers, for that
matter) to take on-board AO concepts?
An Ans: Yes, the SHAMAN meta-model has 29 entities, but hey, who says
AO was meant to be simple. The sorts of applications that AO could/is
being used for, includes some of the most complex applications on the
planet – which probably includes some of the computer games out there.
An Ans: Don’t confuse a system architecture, with a computer language.
While a UML model for the whole Java OO platform (say), would entail
a very large UML model, the language could be modelled with a single
entity called Object, with a self-referencing one-to-many (single
inheritance) relationship: powerful programming model, but one with
8
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##88 
MAS for Computer Games & Rich UI Apps
Intended emphasis:
1. That, in common with the Web interface, game interfaces are generally
non-uniform in the way that one interacts and navigates about them (E.g.
There are few popular games that adhere to Windows UI Guidelines,
say). The last thing a game developer (and a web-site designer) wants, is
for their creation to look like or be very similar to everybody elses. So
standard interface components and specific guidelines, are not well
regarded. Guidelines for the usability of these sorts of applications, are
all about what ‘not to do’ – leaving everything else possible.
2. A minimal UI concept that might be / should be, taken into an agent
meta-model that intends to use screens in the human-agent interaction
process (as SHAMAN does), is ‘area’ (e.g. a polygon). It affords an
interaction with a human via a pointing device of one sort or another.
3. Things about the ‘Locale’ – such as this bedroom – may represent
‘Resources’ represented elsewhere in the system – e.g. The clock-radio
on the bedside table; and the keyboard at the foot of the bed.
9
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##99 
The ShaMAN Meta-Model
Intended emphasis:
1. While the model does have a lot of entities, it has 8 which have/are
hierarchies – Goal, Role, Agent, SocialWorld, Task, Resource, Locale
and Ontology – about which the model can be examined and better
comprehended in sub-models – as follows in coming slides.
2. The model is quite readable in terse natural language statements – Noun-
verb-noun: Role comes with Responsibility; Goal is a part of
Responsibility; Locale is populated by Inhabitants; etc. in the ER and
UML class-model traditions
Possible Questions:
Qs.1: The meta-model looks awfully complex: how are we ever going to get
enterprise analysts (any domain application analysts/developers, for that
matter) to take on-board AO concepts?
An Ans: Yes, the SHAMAN meta-model has 29 entities, but hey, who says
AO was meant to be simple. The sorts of applications that AO could/is
being used for, includes some of the most complex applications on the
planet – which probably includes some of the computer games out there.
An Ans: Don’t confuse a system architecture, with a computer language.
While a UML model for the whole Java OO platform (say), would entail
a very large UML model, the language could be modelled with a single
entity called Object, with a self-referencing one-to-many (single
inheritance) relationship: powerful programming model, but one with
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1010 
The Locale sub-section of meta-
model
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1111 
Games and Rich User Interfaces
26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1212 
AO and HCSE – a fit?
 This work is aimed at enhancing AO
concepts, architectures and technology wrt
application to computer games in
particularly, however:
 Much of it generalises to:
 AO applications with a graphic or rich media
user interface.
 Human-in-the-loop AO systems, that use a
computer screen within the human-agent
interaction interface.

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Conference presentation: ShaMAN - an Agent Meta-model for Computer Games (with notes)

  • 1. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##11  ShaMAN: an Agent Meta- model for Computer Games Steve Goschnick1 , Sandrine Balbo2 & Liz Sonenberg3 Interaction Design Group1,2,3 , & Agent Lab1,3 Department of Information Systems University of Melbourne stevenbg@unimelb.edu.au
  • 2. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##22  AO and HCSE – a fit?  Implicitly, some AO architectures, frameworks and methodologies suggest good compatibility, e.g.  BDI – via Folk Psychology  ShadowBoard – via Analytical Psychology
  • 3. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##33  A Gap in Agent Architectures:  The Human Computer Interface is important in AO systems, as it was in OO.  Data Modellers know something in general about models and meta-models.  This work is aimed at enhancing AO concepts, architectures and technology wrt application to computer games in particularly.
  • 4. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##44  Most AO architectures…
  • 5. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##55  Comparison of concepts (AO)
  • 6. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##66  Meta-model differences
  • 7. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##77  The ShaMAN Meta-Model
  • 8. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##88  MAS for Computer Games & Rich UI Apps
  • 9. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##99  The ShaMAN Meta-Model
  • 10. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1010  The Locale sub-section of meta- model
  • 11. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1111  Games and Rich User Interfaces
  • 12. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1212  AO and HCSE – a fit?  This work is aimed at enhancing AO concepts, architectures and technology wrt application to computer games in particularly, however:  Much of it generalises to:  AO applications with a graphic or rich media user interface.  Human-in-the-loop AO systems, that use a computer screen within the human-agent interaction interface.
  • 13. 1 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##11  ShaMAN: an Agent Meta- model for Computer Games Steve Goschnick1 , Sandrine Balbo2 & Liz Sonenberg3 Interaction Design Group1,2,3 , & Agent Lab1,3 Department of Information Systems University of Melbourne stevenbg@unimelb.edu.au
  • 14. 2 6 Sep 2 0 0 82 6 Sep 2 0 0 8 HCSE-2 0 0 8 , Pisa (EIS-2 0 0 8 )HCSE-2 0 0 8 , Pisa (EIS-2 0 0 8 ) ##22  AO and HCSE – a fit?  Implicitly, some AO architectures, frameworks and methodologies suggest good compatibility, e.g.  BDI – via Folk Psychology  ShadowBoard – via Analytical Psychology Does the Agent-Oriented (AO) paradigm of software development fit a Human Centred Software Engineering approach? Yes it does as several AO architectures are directly based on human psychology models, including: * BDI (Beliefs, Desires and Intentions) based on Folk Psychology. * Shadowboard based on Analytical Psychology (Jungian and Psychology of Sub-Selves). In the process of building more intelligent software systems researchers have moved abstraction beyond just abstracting objects and procedures, to the abstraction of mentalistic notions draw from Psychology. In doing so they have created models that are tailor-made for human-centred software engineering.
  • 15. 3 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##33  A Gap in Agent Architectures:  The Human Computer Interface is important in AO systems, as it was in OO.  Data Modellers know something in general about models and meta-models.  This work is aimed at enhancing AO concepts, architectures and technology wrt application to computer games in particularly. Intended emphasis: 1. That computer screens remain an integral part of the human-agent interface, for the sorts of applications that the AO paradigm can and could be used for, for some long time to come. 2. While AO researchers are doing more in the meta-model area than ever before, other paradigms have experience and expertise in meta-models and the quality of models. While AO researchers are well aware of the OO modelling notations – e.g. they use UML class diagram, in the main – ER modelling from the Information Engineering/Analysis field, is less well known, but holds some useful insights. 3. While computer games are some distance away from most enterprise applications, the SHAMAN meta-model presented here, has some generic features applicable to other areas of AO application.
  • 16. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##44  Most AO architectures… Prior to the ShaMAN, meta-model most Agent-Oriented meta-model, architectures or frameworks, only include some subset of these entities.
  • 17. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##55  Comparison of concepts (AO)
  • 18. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##66  Meta-model differences The color/shaded areas of the table show the extra entities and concepts included in the ShaMAN model, over-and-above the other models examined here. Note: Apart from being useful in computer games, these extra entities in the ShaMAN model, are slowly being backstitched into various social networking platforms, in their bottom-up iterative approach to system design.
  • 19. 7 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##77  The ShaMAN Meta-Model Intended emphasis: 1. While the model does have a lot of entities, it has 8 which have/are hierarchies – Goal, Role, Agent, SocialWorld, Task, Resource, Locale and Ontology – about which the model can be examined and better comprehended in sub-models – as follows in coming slides. 2. The model is quite readable in terse natural language statements – Noun- verb-noun: Role comes with Responsibility; Goal is a part of Responsibility; Locale is populated by Inhabitants; etc. in the ER and UML class-model traditions Possible Questions: Qs.1: The meta-model looks awfully complex: how are we ever going to get enterprise analysts (any domain application analysts/developers, for that matter) to take on-board AO concepts? An Ans: Yes, the SHAMAN meta-model has 29 entities, but hey, who says AO was meant to be simple. The sorts of applications that AO could/is being used for, includes some of the most complex applications on the planet – which probably includes some of the computer games out there. An Ans: Don’t confuse a system architecture, with a computer language. While a UML model for the whole Java OO platform (say), would entail a very large UML model, the language could be modelled with a single entity called Object, with a self-referencing one-to-many (single inheritance) relationship: powerful programming model, but one with
  • 20. 8 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##88  MAS for Computer Games & Rich UI Apps Intended emphasis: 1. That, in common with the Web interface, game interfaces are generally non-uniform in the way that one interacts and navigates about them (E.g. There are few popular games that adhere to Windows UI Guidelines, say). The last thing a game developer (and a web-site designer) wants, is for their creation to look like or be very similar to everybody elses. So standard interface components and specific guidelines, are not well regarded. Guidelines for the usability of these sorts of applications, are all about what ‘not to do’ – leaving everything else possible. 2. A minimal UI concept that might be / should be, taken into an agent meta-model that intends to use screens in the human-agent interaction process (as SHAMAN does), is ‘area’ (e.g. a polygon). It affords an interaction with a human via a pointing device of one sort or another. 3. Things about the ‘Locale’ – such as this bedroom – may represent ‘Resources’ represented elsewhere in the system – e.g. The clock-radio on the bedside table; and the keyboard at the foot of the bed.
  • 21. 9 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##99  The ShaMAN Meta-Model Intended emphasis: 1. While the model does have a lot of entities, it has 8 which have/are hierarchies – Goal, Role, Agent, SocialWorld, Task, Resource, Locale and Ontology – about which the model can be examined and better comprehended in sub-models – as follows in coming slides. 2. The model is quite readable in terse natural language statements – Noun- verb-noun: Role comes with Responsibility; Goal is a part of Responsibility; Locale is populated by Inhabitants; etc. in the ER and UML class-model traditions Possible Questions: Qs.1: The meta-model looks awfully complex: how are we ever going to get enterprise analysts (any domain application analysts/developers, for that matter) to take on-board AO concepts? An Ans: Yes, the SHAMAN meta-model has 29 entities, but hey, who says AO was meant to be simple. The sorts of applications that AO could/is being used for, includes some of the most complex applications on the planet – which probably includes some of the computer games out there. An Ans: Don’t confuse a system architecture, with a computer language. While a UML model for the whole Java OO platform (say), would entail a very large UML model, the language could be modelled with a single entity called Object, with a self-referencing one-to-many (single inheritance) relationship: powerful programming model, but one with
  • 22. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1010  The Locale sub-section of meta- model
  • 23. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1111  Games and Rich User Interfaces
  • 24. 26 Sep 200826 Sep 2008 HCSE-2008, Pisa (EIS-2008)HCSE-2008, Pisa (EIS-2008) ##1212  AO and HCSE – a fit?  This work is aimed at enhancing AO concepts, architectures and technology wrt application to computer games in particularly, however:  Much of it generalises to:  AO applications with a graphic or rich media user interface.  Human-in-the-loop AO systems, that use a computer screen within the human-agent interaction interface.