Abstract

We view interactive games and game-playing software agents as complex systems. This allows us to adopt the stance of computer-aided design and model-based systems engineering to designing game-playing agents. In this paper, we describe a model-based technique for self-adaptation in game-playing agents. Our game-playing agent contains a self-model that describes its internal state.. Our approach to self-adaptation takes the form of an interactive game-agent development environment called GAIA, an agent modeling language called TMKL2, and an agent self-adaptation engine called REM.. We evaluate the approach by applying it to an agent that plays parts of the interactive turn-based strategy game called Freeciv.

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