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What's an Agent, Anyway? a Sociological Case Study Leonard N
What's An Agent, Anyway? A Sociological Case Study Leonard N. Foner Abstract. The term "agent" has been picked up, widely appropriated, and in many cases misappropriated, by technical publications, lay publi- cations, and many researchers in computer science. I examine some of the appropriations and misappropriations, talk about their reasons and implications, and delve into a case study of an agent that is used to il- lustratively define what I consider an agent to be, and why many of the current uses of the term are misleading. The agent I consider is Julia, a TinyMUD robot of the Maas-Neotek family, all of whom have been in almost constant use at several sites on the Internet for the last two or three years. I also speak at length about the sociology of such agents, what we might expect to find in the future, and why sociology is such an important aspect to consider when investigating agent-oriented pro- 1 gramming. Agents and appropriation There has been a flurry of references to "agents" in both the lay and technical press in recent months. While the idea of computational agents that do one’s bid- 2 ding goes back decades, the explosion of recent press has been astonishing. Pattie 3 Maes and her group’s work on learning interface agents has been cited in at least two dozen publications in the last year or so, many of them lay press (e.g., The Los Angeles Times, Mass High Tech or semi-technical press (e.g., MacWeek, Mac- World, etc). A symposium at MIT on agents and their programming, held in Octo- ber of 1992, drew at least a thousand participants. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends. -
Gamebots: a 3D Virtual World Test-Bed for Multi-Agent Research Rogelio Adobbati, Andrew N
Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research Rogelio Adobbati, Andrew N. Marshall, Gal Kaminka, Steven Schaffer, Chris Sollitto Andrew Scholer, Sheila Tejada Computer Science Department Information Sciences Institute Carnegie Mellon University University of Southern California Pittsburgh, PA 15213 4676 Admiralty Way [email protected] Marina del Rey, CA 90292 {srs3, cs3} @andrew.cmu.edu {rogelio, amarshal, ascholer, tejada} @isi.edu ABSTRACT To address these difficulties, we have been developing a new type This paper describes Gamebots, a multi-agent system of research infrastructure. Gamebots is a project started at the infrastructure derived from an Internet-based multi-player video University of Southern California’s Information Sciences game called Unreal Tournament. The game allows characters to Institute, and jointly developed by Carnegie Mellon University. be controlled over client-server network connections by feeding The project seeks to turn a fast-paced multi-agent interactive sensory information to client players (humans and agents). Unlike computer game into a domain for research in artificial intelligence other standard test-beds, the Gamebots domain allows both human (AI) and multi-agent systems (MAS). It consists of a players and agents, or bots, to play simultaneously; thus providing commercially developed, complex, and dynamic game engine, the opportunity to study human team behavior and to construct which is extended and enhanced to provide the important agents that play collaboratively with humans. The Gamebots capabilities required for research. system provides a built-in scripting language giving interested Gamebots provides several unique opportunities for multi-agent researchers the ability to create their own multi-agent tasks and and artificial intelligence research previously unavailable with environments for the simulation. -
Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015)
UIC Law Review Volume 49 Issue 1 Article 8 Fall 2015 Professional Video Gaming: Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015) Elizabeth Brusa Follow this and additional works at: https://repository.law.uic.edu/lawreview Part of the Computer Law Commons, Entertainment, Arts, and Sports Law Commons, Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Elizabeth Brusa, Professional Video Gaming: Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015) https://repository.law.uic.edu/lawreview/vol49/iss1/8 This Comments is brought to you for free and open access by UIC Law Open Access Repository. It has been accepted for inclusion in UIC Law Review by an authorized administrator of UIC Law Open Access Repository. For more information, please contact [email protected]. PROFESSIONAL VIDEO GAMING: PIRACY THAT PAYS ∗ ELIZABETH BRUSA I. INTRODUCTION ................................................................ 218 II. BACKGROUND................................................................... 221 A. A Brief History of Copyright Law ...........................222 B. What Does Copyright Protect? ................................224 C. Who Is a Copyright Owner? .....................................227 D. What Rights Are Granted by Copyright? ................228 E. Enforcement of Copyright ........................................229 F. The Fair Use Doctrine ..............................................231 III. ANALYSIS ......................................................................... 235 A. Two Potentially -
Predicting Crowdsourced Decisions on Toxic Behavior in Online Games [Please Cite the WWW’14 Version of This Paper]
STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games [Please cite the WWW’14 version of this paper] Jeremy Blackburn Haewoon Kwak University of South Florida Telefonica Research Tampa, FL, USA Barcelona, Spain [email protected] [email protected] ABSTRACT game. With the advent of the free-to-play business model, where One problem facing players of competitive games is negative, or the game is given away for free and the developers are supported toxic, behavior. League of Legends, the largest eSport game, uses via micro-transactions, a game’s sustainability is directly related a crowdsourcing platform called the Tribunal to judge whether a to the strength of its community. A large, healthy community at- reported toxic player should be punished or not. The Tribunal is a tracts new players and keeps existing players engaged and willing two stage system requiring reports from those players that directly to spend money. Left unchecked, toxic behavior threatens to tear a observe toxic behavior, and human experts that review aggregated game’s community apart. reports. While this system has successfully dealt with the vague There have been many attempts to deal with toxic behavior. The nature of toxic behavior by majority rules based on many votes, it earliest required direct human intervention, usually from a game naturally requires tremendous cost, time, and human efforts. master/administrator. While accurate and decisive, this type of sys- In this paper, we propose a supervised learning approach for tem doesn’t scale when there are 10s of millions of active players. predicting crowdsourced decisions on toxic behavior with large- More recently, crowdsourced systems, which make use of the input scale labeled data collections; over 10 million user reports involved of many humans, have arisen. -
Towards Conscious-Like Behavior in Computer Game Characters
Towards Conscious-like Behavior in Computer Game Characters Raúl Arrabales, Agapito Ledezma, and Araceli Sanchis Abstract—The main sources of inspiration for the design of synthetic agents. more engaging synthetic characters are existing psychological In the following we introduce the hypothesis that using models of human cognition. Usually, these models, and the cognitive architectures inspired on models of consciousness associated Artificial Intelligence (AI) techniques, are based on could be an effective approach to deal with the complexity partial aspects of the real complex systems involved in the of the problem. Additionally, we argue that the field of MC generation of human-like behavior. Emotions, planning, learning, user modeling, set shifting, and attention mechanisms can also benefit from the experimentation with such are some remarkable examples of features typically considered architectures in the domain of computer games. First of all, in isolation within classical AI control models. Artificial we introduce and clarify the concepts of embodiment and cognitive architectures aim at integrating many of these aspects situatedness as essential features of conscious agents. We together into effective control systems. However, the design of also support that these properties are present in the domain this sort of architectures is not straightforward. In this paper, of computer games. we argue that current research efforts in the young field of Machine Consciousness (MC) could contribute to tackle A. Embodiment and situatedness in video games complexity and provide a useful framework for the design of more appealing synthetic characters. This hypothesis is Physical embodiment and real world situatedness are illustrated with the application of a novel consciousness-based considered key factors in the production of consciousness. -
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games LEIGH SIMON ACHTERBOSCH This thesis is submitted in total fulfilment of the requirements for the degree of Doctor of Philosophy (Information Technology) Faculty of Science and Technology Federation University Australia PO Box 663 University Drive, Mount Helen Ballarat, Victoria 3353 Australia Submitted in April 2015 Abstract Abstract This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. -
Memento Mundi: Are Virtual Worlds History?
UC Office of the President iPRES 2009: the Sixth International Conference on Preservation of Digital Objects Title Memento Mundi: Are Virtual Worlds History? Permalink https://escholarship.org/uc/item/2gs3p6jx Author Lowood, Henry Publication Date 2009-10-05 Supplemental Material https://escholarship.org/uc/item/2gs3p6jx#supplemental Peer reviewed eScholarship.org Powered by the California Digital Library University of California Proceedings October 5-6, 2009 Mission Bay Conference Center San Francisco, California Memento Mundi: Are Virtual Worlds History? Henry Lowood Stanford University History of Science & Technology Collections; Film & Media Collections Stanford University Libraries Stanford CA 94305-6004 [email protected] Abstract In this paper, I consider whether virtual worlds are history before the plug is pulled and the world is brought to an in two senses of the word. The first explores the end.” (Degtiar) What kinds of digital objects and meta-data implications of the life-cycle of virtual worlds, especially of associated with these on-line worlds will make future their extinction, for thinking about the history of computer- assessments of the technologies, cultures, and communities based technologies, as well as their use. The moment when that they generated and supported? In short, what might a virtual world “is history” – when it shuts down – reminds participants, curators and the digital preservation us that every virtual world has a history. Histories of individual virtual worlds are inextricably bound up with the practitioners do to help future historians of digital life to intellectual and cultural history of virtual world assess meanings associated with virtual worlds at the turn technologies and communities. -
The Bot - God of Tetris
International Journal of Scientific & Engineering Research Volume 9, Issue 5, May-2018 67 ISSN 2229-5518 The Bot - God of Tetris Sachin Kumar Sahu Amity University Greater Noida [email protected] Abstract - This research is an implementation of Artificial Intelligence in a game called Tetris which is done by the use of Reinforcement Learning Specifically Genetic Algorithm. This research provides an overview of the future related developments related to artificial intelligence with the integrated use of genetic algorithm used for wide use or commercial use coming into the real picture. This algorithm focuses developing itself or furthering itself towards the point of perfection. It can also pave the way for revolutionizing existing technology and creating efficient machines through the implementation of genetic algorithms and the data collected by them. At the very start of this research the game bot doesn’t know anything or had any specific coding for that purpose but with the help of reinforcement learning, the game bot not only learned but also perfected itself till the point it became the only best version existing for that game. One question that intrigues, even more, is that, is there any possibility of something even better than this? The interesting fact about this development is that though it took a considerable amount of time for the AI to become the best existing version, it becomes very evident that with the use of even more simplified and efficient ways this development can go even further and it can also be incorporated into other games, machines with just some slight modifications. -
Challenge and Retention in Games
UC Irvine UC Irvine Electronic Theses and Dissertations Title Challenge and Retention in Games Permalink https://escholarship.org/uc/item/6k3357qx Author Debeauvais, Thomas Publication Date 2016 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Challenge and Retention in Games DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Informatics by Thomas Debeauvais Dissertation Committee: Professor Cristina V. Lopes, Chair Professor Gary Olson Assistant Professor Joshua Tanenbaum 2016 Parts of Chapters 3, 4, 5, and 7 c 2010-2016 ACM All other materials c 2016 Thomas Debeauvais TABLE OF CONTENTS Page LIST OF FIGURES vi LIST OF TABLES viii ACKNOWLEDGMENTS x CURRICULUM VITAE xi ABSTRACT OF THE DISSERTATION xii 1 Introduction 1 1.1 Motivation . 2 1.2 Thesis and Research Questions . 3 1.3 Approach . 3 1.4 Contributions . 6 1.5 Organization of the Dissertation . 7 2 Related Work 8 2.1 Enjoyment . 9 2.1.1 Motivations . 9 2.1.2 Player Types . 11 2.2 Retention . 13 2.2.1 Engagement . 13 2.2.2 Churn . 14 2.2.3 Longitudinal Studies . 16 2.3 In-Game Behavior . 16 2.3.1 Social Sciences . 16 2.3.2 Improving Gameplay . 18 2.3.3 In-Game Purchases . 19 2.4 Summary . 20 3 Ragnarok Online 22 3.1 Gameplay . 22 3.2 Private Servers . 25 3.3 Methods and Limitations . 26 ii 3.4 Supporting Group Play . 28 3.4.1 Tweaking Group Parameters . 29 3.4.2 The who Command .