Difference between revisions of "Agents"
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[[Avatars]] and [[Units]] are examples of how [[Agents]] can be created by being directed by humans (or only seem to be so due to actually being [[Mules]] or [[AI Players]]). | [[Avatars]] and [[Units]] are examples of how [[Agents]] can be created by being directed by humans (or only seem to be so due to actually being [[Mules]] or [[AI Players]]). | ||
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[[Enforced Agent Behavior]] | [[Enforced Agent Behavior]] |
Revision as of 19:29, 31 December 2010
Game elements that can be interpreted as having goals.
Contents
Examples
Using the pattern
The presence of humans controlling Avatars or Units in games makes it nearly impossible to avoid have Agents in games, and one could argue that unless human-controlled Agents exist in the design it is not a game. The description of Crobots, P-Robots, etc., as games show that others argue that this is not necessary.
Avatars and Units are examples of how Agents can be created by being directed by humans (or only seem to be so due to actually being Mules or AI Players).
Drop-In/Drop-Out Challenging Gameplay Emotional Attachment Algorithmic Agents Non-Player Characters Stimulated Planning Enemies Fudged Results Multiplayer Games Loyalty
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Avatars, Humans, Units, Algorithmic Agents
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.