Game Development Reference
ments it is impossible to enumerate the state and
action spaces. The problem of learning in large
spaces is addressed as generalization techniques
such as Vector Quantization (VQ)  or CMAC
(Garcia García, López-Bueno, Fernández and
Aha, D. (1997). Lazy Learning . Kluwer Academic
Andlinger, G. R. (1958). Business Games - Play
One! Harvard Business Review , 36 (11).
Q(s,a) = (1- α) Q(s, a) +α [r + γmax a' ∈ A Q(s',a')]
Baye, M. R. (2006). Managerial economics and
business strategy (5th ed.). Boston: McGraw-Hill.
Bobek, S., & Perko, I. (2006). Intelligent Agent
based Business Intelligence. Current Develop-
ments in Technology-Assisted Education 2 .
This paper has introduced SIMBA, a WEB
based business simulator. In this chapter we
have described its model, software architecture
and main functionalities, together with the logic
and methodologies imbedded into it to make it
a responsive, proactive tool capable of respond-
ing to varying teaching demands. The ongoing
research in AI, providing multi-profile learning
agents to be installed within SIMBA make it a
SIMBA can be successfully used both for
teaching and research. In teaching, SIMBA pro-
vides several advantages over traditional business
teaching in different pedagogical areas, like the
learning objectives, the development of work
skills, and the teaching function.
From the point of view of research, SIMBA
offers a very successful framework for different
research areas. In this work attention is centered
in Artificial Intelligence, offering some insights
in the application of Data Mining approaches and
Automatic Decision Making using Multi-Agent
Systems. This approach provides an exciting re-
search field both for decision-making strategies
and management styles, and for the development of
efficient agents capable of a behavior resembling
a human, or team, player.
Burgess, T. F. (1991). The Use of Computerized
Management and Business Simulation in the
United Kingdom. Simulation & Gaming , 22 ,
Cody, W. F., Kreulen, J. T., Krishna, V., & Span-
gler, W. S. (2002). The integration of business
intelligence and knowledge management. IBM
Systems Journal , 41 (4). doi:10.1147/sj.414.0697
Dale, A. G., & Klasson, C. R. (1962). Business
Gaming: A Survey of American Collegiate Schools
of Business . Austin, TX: Bureau of Business Re-
search, University of Texas.
Day, R. (1968). Beyond the Marketing Game-New
Educational Uses for Simulation. In Proceedings
of the American Marketing Association.
Döner, D. (1980). On the Difficulties Peo-
ple Have in Dealing with Complex Sys-
tem. Simulation & Gaming , 11 (1), 87-106.
Faria, A. J. (1987). A Survey of the Use of Business
Games in Academia and Business. Simulation &
Games , 18 , 207-224.
Faria, A. J., & Wellington, W. J. (2004). A survey
of simulation game users, former-users, and never-
users. Simulation & Gaming.