gender, profession or background of the subjects in-
volved affect decisions. These effects, therefore, are
not based on a rational, game-theoretic reasoning, but
rather on other factors such as feelings, values and
prejudices. Drawing an analogy with the prisoner’s
dilemma case, we argue that a study of such cases us-
ing simulations including deeper and more complex
agents, such as those modeled in RPGs, can be ben-
eficial for understanding all the dimensions involved
in making a decision on this kind of scenario.
3.2 Artificial Societies and Games
A purpose of simulated artificial societies is to model
fundamental qualities of living systems through com-
puter models based on agents. These computer mod-
els can be used to study emergent behaviors among
the agents inhabiting an artificial society. Sugarscape,
for instance, was used to study the emergence of
social groups through interactions between simple
agents and their environment (Epstein and Axtell,
1996). Although this experiment starts with very sim-
ple grounding rules, the model showed the emergence
of certain interesting behaviors, such as group migra-
tion behaviors, or the formation of different “tribes”
that would compete for the dominance of particularly
resource-rich areas.
Other models, such as the one created by Pepper
and Smuts (2000), explore the emergence of altruis-
tic behavior and group formation. Furthermore, the
NEW TIES Project aimed to model an artificial en-
vironment in which artificial agents could evolve lan-
guage, society and even some understanding of their
own existence (Eiben et al., 2008). Although it was
not intended in the project, Sullins (2005) argues that
a complex model such as this one could be used to
study the emergence of morality in a social environ-
ment.
The computational study of emergent behavior in
social dynamics, nevertheless, often is based on sim-
ulating artificial societies formed by agents fulfilling
a restricted set of roles—precisely because the inter-
est in most of those works is to study the emergence
of behaviors that are not initially modeled within the
agents or the environment. Such restrictions, by de-
sign, do not account for more organic forms of social
relationships, e.g., moral judgments, or even for the
particular roles of certain agents in building and main-
taining those artificial societies. These kind of rela-
tionships would need to take into account things such
as the affinity that agents have towards each other,
their unique attributes as individual agents, and the
set of possible actions they can enact in their artificial
society.
Conversely, videogames often present the player
with a highly interactive virtual world in which agents
inhabiting them show compelling and complex be-
haviors and contribute towards depicting a believable
human-like society, though these systems are often
designed top-down rather than simulated bottom-up,
i.e. with directly represented high-level structure in-
stead of emergent structure. As the technologies be-
hind games have grown more and more powerful,
those virtual worlds have nonetheless begun to ac-
count for complex behaviors of their inhabitants such
as their day and night schedules, needs (such as eating
or sleeping), goals, and similar high-level features of
human agency: some of those virtual worlds are pop-
ulated by agents that wake up in the morning, eat, go
to work, socialize in a tavern, go back to sleep and
who, under certain conditions, may even decide to
disobey the law in order to fulfill some of their needs
(see “Responsibility” in Multiple Authors, 2008).
Even though any simulated aspects of virtual
worlds in videogames aim, ultimately, at the enter-
tainment of the player rather than at simulational fi-
delity, the level of detail in which their inhabitants are
created represents a valuable step forward in terms
of modeling agents that are part of a virtual society.
Considering this, we argue that researchers in MAS
can benefit from considering some of the richest cases
of artificial societies currently existing in videogames
and more specifically in some RPGs.
Titles based on a sandbox style of virtual world
provide a bridge that is closer to MAS work, while il-
lustrating some of the videogame features elaborated
in RPGs. One well-known example is Lionhead’s
Black & White (Molyneux, 2001), which implements
a simulation of moral choices and the emergence of
moral values as the game’s core mechanic. The player
assumes the role of a god in a newly created world,
populated initially by simple agents living in there.
As a god, the player’s influence over the world is me-
diated through the use of powers to shape the terrain
or affect the weather as well as through a kind of emis-
sary, which takes the form of a giant creature that also
roams around the world. That creature has its own
needs as well, and may decide, when it feels hungry,
to eat one of the inhabitants from the world. As its
master, the player can decide to either punish or re-
ward such behavior, thus reinforcing the creature to
do it again, or preventing it from repeating such ac-
tion. The feedback given by the player contributes to
the evolution not only of the moral profile of the emis-
sary, but also of the way the inhabitants in the world
are going to regard the player: if the player is helpful
and kind, their inhabitants will pay their respects and
love both the emissary and the player; if the player is
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