Difference between revisions of "Algorithmic Agents"
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=== Examples === | === Examples === | ||
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+ | Already most of the earliest computer games, including OXO (a computerized version of [[Tic-Tac-Toe]]), [[Asteroids]], [[Space Invaders]], and the [[Bomberman Series]] made use of algorithms to control opponents to the players. It is still used in many games, e.g. in the [[Assassin's Creed Series|Assassin's Creed]], [[God of War series|God of War]], [[Need for Speed Series|Need for Speed]], [[Doom series|Doom]], [[Quake series|Quake]] series. In these case the [[Algorithmic Agents]] are also used to provide opponents but in games such as [[Fable II]], [[Fallout Series]], [[NetHack]], and [[Torchlight]] they also control animals that accompany the players' characters. | ||
+ | |||
+ | [[Algorithmic Agents]] are also used to provide a basis of behaviors to agents in a game which players can then modify, as for example in the [[Lemmings Series|Lemmings]] and [[Sims Series]], or indirectly controlled, of which the [[Black & White series]] is an example. Games where players have to choose several actions together before they are | ||
+ | |||
+ | Crobots | ||
+ | P-Robots | ||
+ | |||
+ | [[Robot ]] | ||
+ | [[Space Alert]] | ||
+ | |||
+ | |||
+ | The [[Left 4 Dead Series]] uses [[Algorithmic Agents]] not only for the infected that attack the players' characters, but also to control other player characters if there are not four people available. | ||
== Using the pattern == | == Using the pattern == | ||
[[No Player Influence]] | [[No Player Influence]] | ||
[[Action Programming]] | [[Action Programming]] | ||
+ | |||
+ | Agents | ||
+ | Avatars | ||
+ | Initiative | ||
+ | Awareness of Surroundings | ||
+ | Contextualized Conversational Responses | ||
+ | Emotional Attachment | ||
+ | Own Agenda | ||
+ | Sense of Self | ||
+ | Goal-Driven Personal Development | ||
+ | Open Destiny | ||
+ | Ambiguous Responses | ||
+ | Unpredictable Behavior | ||
+ | Mules | ||
+ | Stimulated Planning | ||
+ | Enemies | ||
+ | |||
+ | [[Companions]] | ||
+ | [[NPCs]] | ||
+ | |||
+ | [[Algorithmic Agents]] are powerful tools to make sure a game includes [[Conflict]], since game designer can create them with [[Preventing Goals]] to the players' goals and be sure that these will be acted upon (which is not always the case when given to players). | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Agents]], [[Mules]] | [[Agents]], [[Mules]] | ||
+ | [[Conflict]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 08:37, 25 May 2010
Agents that are described and enacted through algorithms.
Contents
Examples
Already most of the earliest computer games, including OXO (a computerized version of Tic-Tac-Toe), Asteroids, Space Invaders, and the Bomberman Series made use of algorithms to control opponents to the players. It is still used in many games, e.g. in the Assassin's Creed, God of War, Need for Speed, Doom, Quake series. In these case the Algorithmic Agents are also used to provide opponents but in games such as Fable II, Fallout Series, NetHack, and Torchlight they also control animals that accompany the players' characters.
Algorithmic Agents are also used to provide a basis of behaviors to agents in a game which players can then modify, as for example in the Lemmings and Sims Series, or indirectly controlled, of which the Black & White series is an example. Games where players have to choose several actions together before they are
Crobots P-Robots
The Left 4 Dead Series uses Algorithmic Agents not only for the infected that attack the players' characters, but also to control other player characters if there are not four people available.
Using the pattern
No Player Influence Action Programming
Agents Avatars Initiative Awareness of Surroundings Contextualized Conversational Responses Emotional Attachment Own Agenda Sense of Self Goal-Driven Personal Development Open Destiny Ambiguous Responses Unpredictable Behavior Mules Stimulated Planning Enemies
Algorithmic Agents are powerful tools to make sure a game includes Conflict, since game designer can create them with Preventing Goals to the players' goals and be sure that these will be acted upon (which is not always the case when given to players).
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgments
Karl-Petter Åkesson