TY - GEN
T1 - Virtual space ontologies for scripting agents
AU - Gao, Zhiqiang
AU - Ren, Liqun
AU - Qu, Yuzhong
AU - Ishida, Toru
PY - 2005
Y1 - 2005
N2 - Interactive multi-agent system improves reusability of agents by separating application design from agent design. However, it remains difficult for application designers (usually non-computer professionals) to script massive multi-agents. This is especially true for scripting hundreds of NPCs (Non Player Characters, agents) hosted by hostile, dynamic and complex 3D (three-dimensional) environments in military simulation. Out of perspective of interaction between agents and environments, namely virtual spaces, we introduce virtual space ontologies to facilitate interaction between humans and agents. Three advantages are obtained by using virtual space ontologies: 1) A hybrid approach of integrating qualitative and quantitative spatial reasoning is achieved so that application designers can specify arguments of actions (scenario primitives) qualitatively. 2) Primitive actions of agents are abstracted hierarchically so that application designers can sketch scenarios for units of agents. 3) Better intent communication between humans and agents is realized so that application users can control agents easily in real time.
AB - Interactive multi-agent system improves reusability of agents by separating application design from agent design. However, it remains difficult for application designers (usually non-computer professionals) to script massive multi-agents. This is especially true for scripting hundreds of NPCs (Non Player Characters, agents) hosted by hostile, dynamic and complex 3D (three-dimensional) environments in military simulation. Out of perspective of interaction between agents and environments, namely virtual spaces, we introduce virtual space ontologies to facilitate interaction between humans and agents. Three advantages are obtained by using virtual space ontologies: 1) A hybrid approach of integrating qualitative and quantitative spatial reasoning is achieved so that application designers can specify arguments of actions (scenario primitives) qualitatively. 2) Primitive actions of agents are abstracted hierarchically so that application designers can sketch scenarios for units of agents. 3) Better intent communication between humans and agents is realized so that application users can control agents easily in real time.
UR - http://www.scopus.com/inward/record.url?scp=26844487490&partnerID=8YFLogxK
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U2 - 10.1007/11512073_6
DO - 10.1007/11512073_6
M3 - Conference contribution
AN - SCOPUS:26844487490
SN - 3540269746
SN - 9783540269748
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 70
EP - 85
BT - Massively Multi-Agent Systems I - First International Workshop, MMAS 2004, Revised Selected and Invited Papers
PB - Springer Verlag
T2 - 1st International Workshop on Massively Multi-Agent Systems, MMAS 2004
Y2 - 10 December 2004 through 11 December 2004
ER -