Difference between revisions of "Agents"

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(Using the pattern)
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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 [[P-Robots]], [[C-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 [[P-Robots]], [[C-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 a humans.
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[[Avatars]] and [[Units]] are examples of how [[Agents]] can be created by being directed by humans.
  
  

Revision as of 06:35, 13 April 2010

Game elements that can be interpreted as having goals.

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 P-Robots, C-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.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Avatars, Units, Algorithmic Agents

Can Be Modulated By

Potentially Conflicting With

History

New pattern created in this wiki.

References

Acknowledgments