Difference between revisions of "Agents"

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=== Examples ===
 
=== 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<ref name="Pac-Man"/><ref name="Space Invaders"/>. 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.
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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<ref name="Pac-Man"/><ref name="Space Invaders"/>. 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]].
 
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]].

Revision as of 08:14, 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

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.

Characters

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).


AI Players

Enforced Agent Behavior

NPCs Characters

Focus Loci

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

Stimulated Planning

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

  1. Enemies section in the Wikipedia entry for Pac-Man.
  2. Wikipedia entry for Space Invaders.

Acknowledgments