3.2
Software Agents
21
in recent years agent-based simulation has shown to be a viable alternative to
PDE-based simulation, in particular when simulating individuals in dynamic en-
vironments or "messy" systems, Parunak et al. [1998]; Moss [2000].
In a Web Intelligence setting multi-agent-based simulation techniques has e.g.
been used to model and simulate network security attacks (Gorodetski et al.
[2003]), and modeling and simulating of (small world) social networks of web
surfers (Haridi [2002]).
Agent-based modeling and simulation for multiplayer games has up till now been
primarily focusing on the modeling of intelligent non-personal characters in games
with a relatively low number of players and non-personal characters (typically
less than 100), e.g.
the work on developing intelligent opponents in Quake,
Probably due to the relative novelty (mid 1990s) of MMOGs there has so far been
little published work on (agent-based) simulation of them. A partially related
areas with more activity include animation of large crowds for movies (e.g. the
MASSIVE system for simulating a large orc army in the Lord of Rings trilogy).
One exception is the FreeMMG platform that simulates players of massively
multiplayer online games using agents in a hybrid peer-to-peer and client-server
multiplayer game simulation model Cecin et al. [2003]. FreeMMG's purpose is to
provide a generic simulation platform that allows cheaper and easier performance
and reliability testing of MMOGs.
In paper E (Tveit [2002a]) we propose a data mining approach for MMOGs
(game mining) by drawing parallels to the established field of web mining. This
approach is partially implemented in the MMOG agent-based simulation platform
called Zereal presented in paper C (Tveit et al. [2003b]), and empirically tested for
computational performance in paper D (Tveit [2003b]) and preliminary testing
of player category classification from Zereal logs in paper I (Tveit [2003a]).