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3.2
Software Agents
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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].
Agent-based simulation techniques have shown to be useful for social, biological
and economical systems, typically using the SWARM system, Hiebeler [1994].
Some examples are agent-based simulation of a suburban sprawl (Rand et al.
[2003],
agent-based computational economics (Tesfatsion [2002]) and agent-based
modeling of biological communities (Hraber and Milne [1996]).
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,
Laird [2001]. Other examples include agents that play the Netrek online battle
simulation game (Huber and Hadley [1997]), and complexity comparison of a
state-machine model with an agent-based BDI model for modeling intelligence in
games (Bartish and Thevathayan [2002]).
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]).

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