Game Development Reference
In-Depth Information
Table 5. Individual virtual players game achieve-
ments
cognitive layers are used to cohesively facilitate
collaboration, with each layer having a level of
abstraction beyond that of the previous layer.
Humans are considered intelligent entities by
nature, something which must be emulated or
constructed for in virtual being. The virtual being is
able to enact intelligent decisions via its cognitive
layer subsystem. Contained within this cognitive
layer are the abilities to perceive, analyze, make
and then enact decisions. The results of which
are conveyed to other players via sensors and ef-
fectors. The decision-making processes required
within the cognitive layer are able to be replaced
by other problem-solving techniques offering a
flexible and extensible platform for intelligent
decision-making.
The Hammurabi game play scenario demon-
strates an entertainment style game as well as the
application of a number of different problem-
solving techniques.
This and other game play scenarios we have
tested (Thomas & Vlacic, 2005, 2008, 2009; Vlacic
& Thomas, 2009; Vlacic, Thomas, & Amagasa,
2009) demonstrate that human and artificial beings
are able to interact cooperatively as fully equal
partners in the context of computer games, and are
capable of being substituted one with the other.
It has also been shown that cooperation between
FEPs can be achieved in computer games using
the collaborative process and a layered collabora-
tive architecture. Also, that TeamMATE © as an
implementation of boardroom style collabora-
tive computer games may be used in social and
educational applications.
The implication of effective collaboration
between FEPs extends beyond computer games
and the virtual environment, to physical real-world
applications. In particular, the ability to engage
humans and embodied virtual beings collabora-
tively provide many potential opportunities in the
field of automated transportation systems. There
may also be opportunities to apply FEP collab-
orative games in areas of behavioural studies as
Player/s
Population
Bushels
Acres
Hammurabi
18
0
390
Shullat
22
16
624
Hanish
23
0
692
Delondra
21
16
774
while the Baseline Partner achieved zero deaths
due to starvation, it achieved a consistently lower
result than any of the other game groups across
all attributes.
In addition, to demonstrate how the LOQ col-
laborative group achieved their outcomes Table
5 shows the individual virtual partners involved
in the LOQ engagement after playing the game
again as individuals. This illustrates how the qual-
ity levels nominated by each of the decision-
makers results in the overall collaborative deci-
sions of the LOQ group.
SUMMARY
This chapter has explored the principles of en-
gaging human and virtual beings in intelligent
collaborative computer games, the purpose being
to provide engaging and effective methods by
which collaborative outcomes may be achieved.
Human and virtual beings can be considered
fully equal partners (FEPs). That is, intelligent
entities that performs tasks cooperatively with
other FEPs (human or artificial), are replaceable,
and not necessarily aware of the nature of their
fellow players.
To facilitate the engagement of FEPs in com-
puter games, the collaborative process provides
a structure within which players of different na-
tures and levels of intelligence may collaborate
effectively. The TeamMATE © system supports this
process by implementing a layered collaborative
architecture. The communication, physical and
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