feasibility of implementing a single-threaded
configuration of the ActorFramework component.
Portability and Integration. Integrating the
GameFramework into other systems would require
an undergraduate level of experience programming
with the C++ programming language with
knowledge of behavioural design patterns such as
the Observer pattern or the Command pattern.
5 RELATED WORK
Research on agent-oriented software architecture is
emerging as a topic of great interest and value. Due
to space constraints, we select sample research that
relates to technical quality of service requirements
and modelling the behaviour of agents.
At the architecture level, response-time
performance, agent behaviour and communication
have received attention (Shukri, 2008; Jepp, 2010);
less work is available on the concurrency
(Duvigneau, 2003), scalability (Luo, 2010), or
extensibility/evolution of games (Lee, 2002) or
GDPs.
From the real-time community, Lee’s
architecture (Lee, 2002) is the closest with respect to
our component based design concept. The
components in this architecture are encapsulated
with well-defined interfaces; components of
different characteristics, functionalities, and
implementations can be used to form real-time
agents. The task-scheduling component deals with
requests arriving at unexpected time points that are
of different levels of urgency and importance. It
dynamically manages overload conditions by
plugging in alternative components. To include
additional components for system evolution,
however, would require code modifications to the
game (not scripted). The architecture presented in
(Lee, 2002) does not focus on the agents from a
social, behavioural perspective.
From the AI community, the multi-agent
architecture by (Kobti, 2007) focuses on the social,
learning, behavioural perspective. Here, agents are
intelligent, interact, and make decisions in positional
games. The overall architecture is based on the
General Game Playing architecture (http://games.
stanford.edu). The architecture presented in (Kobti,
2007) does not focus on the technical quality of
service requirements.
6 CONCLUSIONS
The characteristics of the SimSYS GDP include a
rich collection of quality of service requirements:
modifiability of the platform; flexibility of the
games; playabilty of the games; and usability of the
games and platform. From a software architecture
perspective, the evolvability and playability
requirements have lead us to a domain specific
architecture that is agent-oriented and component
based; new/modified games are defined with a
domain specific modelling language. Our position is
that our unique combination of the agent-oriented
paradigm and component based design is well suited
for this problem domain. In the future we plan to
refine and rigorously verify the architecture; model
checking the agent-oriented architecture would be of
great interest. An empirical evaluation with a
prototype is underway. In addition, the usability
requirements (response time performance,
concurrency, portability, scalability) will be
thoroughly investigated; their trade-offs with the
playability and system modifiability requirements
assessed.
REFERENCES
Cooper, K., 2011. SimSYS Project Website, available at:
http://www.utdallas.edu/~kcooper/SimSYS.
Dignum, F., Westra, J., van Doesburg, W., and Harbers,
M., 2009. Games and Agents: Designing Intelligent
Gameplay, in International Journal of Computer
Games Technology.
Duvigneau, M., Moldt, D., and Rölke, H., 2003.
Concurrent Architecture for a Multi-agent Platform,
Agent-Oriented Software Engineering III, LNCS.
Goschnick, S., Balbo, S., and Sonenberg, L., 2008.
ShaMAN: An Agent Meta-model for Computer
Games, in Proceedings 2
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Conference on Human-
Centered Software Engineering.
Jepp, P. Fradinho, M., and Pereira, J. M., 2010. An Agent
Framework for a Modular Serious Game. In
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International Conference on Games
and Virtual Worlds for Serious Applications.
Kobti, Z. and Sharma, S., 2007. A Multi-Agent
Architecture for Game Playing. In Proceedings of the
2007 IEEE Symposium on Computational Intelligence
and Games.
Lee, J. and Zhao, L., 2002. A Real-Time Agent
Architecture: Design, Implementation and Evaluation.
In Intelligent Agents and Multi-Agent Systems, LNCS.
Luo, J. and Chang, H., 2010. A Scalable Architecture for
Massive Multi-player Online Games Using Peer-to-
Peer Overlay. In Proceedings 2010 12th International
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