Agents for Games and Simulations II

Trends in Techniques, Concepts and Design

  • Frank Dignum

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6525)

Also part of the Lecture Notes in Artificial Intelligence book sub series (LNAI, volume 6525)

Table of contents

  1. Front Matter
  2. Section 1. Architectures

    1. Koen V. Hindriks, Birna van Riemsdijk, Tristan Behrens, Rien Korstanje, Nick Kraayenbrink, Wouter Pasman et al.
      Pages 1-18
    2. Jakub Gemrot, Cyril Brom, Tomáš Plch
      Pages 19-37
    3. Bikramjit Banerjee, Landon Kraemer
      Pages 53-66
  3. Section 2. Training and Story Lines

    1. Rossana Damiano, Vincenzo Lombardo
      Pages 76-90
    2. Michael J. O’Grady, Mauro Dragone, Richard Tynan, Gregory M. P. O’Hare, Jie Wan, Conor Muldoon
      Pages 91-98
    3. Joost Westra, Frank Dignum, Virginia Dignum
      Pages 117-131
    4. Michal Cap, Annerieke Heuvelink, Karel van den Bosch, Willem van Doesburg
      Pages 132-147
  4. Section 3. Social Behavior and Organization

    1. Sergio Alvarez-Napagao, Fernando Koch, Ignasi Gómez-Sebastià, Javier Vázquez-Salceda
      Pages 179-191
    2. Gustavo Aranda, Tomas Trescak, Marc Esteva, Carlos Carrascosa
      Pages 192-206
  5. Back Matter

About this book


While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games.

This state-of-the-art survey contains a collection of papers presented at AGS 2010;  the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.


agent based simulation artificial intelligence computer games intelligent agents interactive environments modeling and simulation multi-agent platforms multiagent systems serious games social agents social simulation

Editors and affiliations

  • Frank Dignum
    • 1
  1. 1.Institute of Information and Computing SciencesUtrecht UniversityUtrechtThe Netherlands

Bibliographic information

  • DOI
  • Copyright Information Springer Berlin Heidelberg 2011
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-18180-1
  • Online ISBN 978-3-642-18181-8
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • Buy this book on publisher's site
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