that may face competition over getting computational
resources for executing their actions.
Multi-agent systems (MAS) have been growing
prevalence and increased usage in different research
and applied domains. One can notice that there is a
natural mapping between core concepts of MAS and
games. In fact, agents are micro units in MAS that ex-
ecute own behavior to reach their goals. The overall
function of the system is observed at the macro level
as the interaction among all entities of the micro level.
Thus, conceptually each game character can be con-
sidered as an agent and the overall game as a multi-
agent system interacting with one or several players.
Dignum et al. (Dignum et al., 2009b) argue for
using the potential of MASs by incorporating agents
into games for improving game AI. In order to get
an idea of how closely MAS and games are related,
one can observe that apart from conference papers,
since 2009 there has been an annual workshop in ma-
jor academic conferences such as AAMAS (Dignum
et al., 2009a; Dignum, 2011; Dechesne et al., 2012)
and ECAI 2012.
On the other hand, (Dignum et al., 2009b) note
that modeling of game characters around agents may
require relatively more resources so it may not meet
real-time constraints of game engines where funda-
mental concern is rendering of frames with an accept-
able frequency. This is one of the major challenges
that prevents using agents in games.
Here in this paper, we address the question of how
to build game character with agents without deteri-
orating player experience metrics and constraints of
game quality of service (QoS). We propose modeling
of game characters around agents and their dynamical
adaptation to the computational resources for main-
taining acceptable frame rate. The rationale behind
our approach is to use the organization of MAS as a
means to express different priorities to agents depend-
ing on their role. Whenever the quality of game is
not met, agents with less important roles are asked to
adopt simpler behaviors. Consequently, agents with
central roles can continue executing their behavior
and the overall player experience is not affected.
We experimentally show that our approach main-
tains an acceptable player experience when compared
with a simple MAS approach without behavior adap-
tation.
The rest of the paper is organized as follows. Sec-
tion 2 discusses the motivations for the work. Section
3 is about introducing Level of Detail (LoD) tech-
nique, its foundations in computer graphics and its
recent usage in game AI. In section 4, we discuss
our proposed approach, where we present LoD as an
adaptation technique for game AI. Section 4 describes
the experimental framework and the game which is
used to evaluate performance of our approach; then in
section 5, we discuss the results of our experiments
and prototype results of user evaluation. Section 6
discusses some relevant works in the domain and fi-
nally, we conclude the paper in Section 7.
2 MOTIVATIONS
2.1 Behavior Modeling around Agents
Schreiner (Schreiner, 2003) points out the lack of pro-
activeness in case of first person shooter games. Cur-
rently the enemies do not react until they find player
entering into their areas. This reactive approach of
enemies often results in repetitiveness of same actions
by the player as well as enemies as they know that all
they can to react to one another’s moves. The repet-
itiveness may result in lack of dynamism and unnat-
uralness for a player after few trials. The proactive
nature of non-player characters (NPCs) may enable
enemies to hunt the player dynamically so that there
would be different hunting strategies and they keep
changing as situation or difficulty levels change.
In case of the games like Sims, a player creates
a city for Sims to live in or a theme park to visit.
Once the city’s initial stage of build up is completed,
each Sim do different things to make itself happy.
Sims have means to evaluate their state of happiness
along with set of behaviors for doing what they want
to achieve the happiness(Delgado-Mata and Ib
´
a
˜
nez-
Mart
´
ınez, 2008). When the Sims are not directly con-
trolled by the player, the autonomous notion of agents
can be suggested to make them act in more human-
like manner; for example the Sims preferring swim-
ming over going to library would be able to choose
swimming more frequently than going to library. This
human-like decision making feature of doing things
autonomously can make games more realistic and
fun-oriented.
Teamwork has been considered as one of impor-
tant features in many games including Counter-Strike
(CS) (Schreiner, 2003). For example, in CS play-
ers can join teams of terrorists, counter-terrorists or
become spectators. In each team, the players play
in quite well-organized manner with the mission ob-
jective of trying to eliminate the opposing team in
given time limit. Although the idea of playing in
teams can be observed in non-team members as well
but that is most often on irregular and self-serving
basis. Microsoft’s Halo 3 game can be considered
as another example of the games featuring notion of
teamwork (Mott, 2009). In Halo 3 enemies travel
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