Difference between revisions of "Agents"
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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. | 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]], [[Characters]] 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]]). [[NPCs]] and [[Units]] controlled by [[Algorithmic Agents]] or [[Game Masters]] are examples of other common types of [[Agents]]. | + | [[Avatars]], [[Characters]] 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]]). [[Enemies]], [[NPCs]] and [[Units]] controlled by [[Algorithmic Agents]] or [[Game Masters]] are examples of other common types of [[Agents]]. |
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+ | [[Agents]] as a pattern are often volatile, that is players tend to rationalize them to simpler mental constructs if possible (typically [[Converters]], [[Containers]], [[Obstacles]], [[Self-Service Kiosks]] or [[Traps]]). This in practice means that they are perceived as game elements which move and act with [[Predictable Consequences]] and where one doesn't have to assume they have intentional goals. The use of [[Game Masters]], and for [[Multiplayer Games]] other players, can make it impossible to reduce [[Agents]] behavior to a set of rules since the people controlling them can have an [[Unpredictable Behavior]], at least as long as the [[Game Masters]] and players aren't simply following a set of rules (they may not have an option unless the game has a [[Freedom of Choice]] or [[Randomness]]). For [[Agents]] built on [[Algorithmic Agents]] giving them [[Unpredictable Behavior]] is somewhat of a paradox since they are a set of rules fundamentally but several tricks exists, including [[Own Agenda]], [[Ambiguous Responses]], and [[Randomness]]. | ||
[[Roleplaying]] | [[Roleplaying]] | ||
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[[Enforced Agent Behavior]] | [[Enforced Agent Behavior]] | ||
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[[Focus Loci]] | [[Focus Loci]] | ||
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[[Emotional Attachment]] | [[Emotional Attachment]] | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
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[[Fudged Results]] | [[Fudged Results]] | ||
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[[Loyalty]] | [[Loyalty]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 11:44, 2 January 2011
Game elements that can be interpreted as having goals.
Games can be viewed as simulations, i.e. an imitation of some aspect of reality. While these may overlook other aspects and include fantastical elements, games often include representations of Agents that actively work towards goals through manipulating the game environment. These Agents may be the points through which player can interact with the game or be the conduits for game facilitators or separated sets of rules to enact other inhabitants in the game world.
Contents
Examples
While the ghosts of Pac-Man and the alien of Space Invaders can kill the player they do not actively react to what the player does[1][2]. In this they show little evidence for agency. In contrast, the enemies in later games such as the Doom series, the Fallout series, and the Left 4 Dead series adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players.
Players' characters in roleplaying games such as Dungeons & Dragons and GURPS are examples of Agents since enacting or saying what the characters do is the way they can affect the game world. Likewise, all the non-player characters and monster controlled by game masters are Agents.
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, Characters 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). Enemies, NPCs and Units controlled by Algorithmic Agents or Game Masters are examples of other common types of Agents.
Agents as a pattern are often volatile, that is players tend to rationalize them to simpler mental constructs if possible (typically Converters, Containers, Obstacles, Self-Service Kiosks or Traps). This in practice means that they are perceived as game elements which move and act with Predictable Consequences and where one doesn't have to assume they have intentional goals. The use of Game Masters, and for Multiplayer Games other players, can make it impossible to reduce Agents behavior to a set of rules since the people controlling them can have an Unpredictable Behavior, at least as long as the Game Masters and players aren't simply following a set of rules (they may not have an option unless the game has a Freedom of Choice or Randomness). For Agents built on Algorithmic Agents giving them Unpredictable Behavior is somewhat of a paradox since they are a set of rules fundamentally but several tricks exists, including Own Agenda, Ambiguous Responses, and Randomness.
Drop-In/Drop-Out Challenging Gameplay Emotional Attachment Stimulated Planning Fudged Results Loyalty
Diegetic Aspects
As a first step to making players and Spectators
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.
References
- ↑ Enemies section in the Wikipedia entry for Pac-Man.
- ↑ Wikipedia entry for Space Invaders.