Polish Conference On
Computer Games Development
Gdańsk 6 - 8 SEPTEMBER 2013

Poster Session WGK 2011

Breve and Steve, multiagent architecture and its capabilities

Daniel Jachyra, Paweł Pikor

The paper presents the concept of agent systems and the practical implementation of such a system by the author. The practical part was presented in a multi-agent environment Breve and programmed in the language of Steve. The paper presents a simple implementation of a single agent's behavior to a more intelligent based on the cooperation of many individuals. Work is to not only provide a ready solution, but also show the prospective of its further development.


Agent in hostile environment and his motivation to survive

Daniel Jachyra

The aim of this paper is to present virtual agent (dog and hamster) living in unknown environment. Agent doesn’t know the environment but somehow he must satisfy their needs. The concept was presented with two video games. One of them based on popular Tamagotchi toy but our agent has additional ability like learning and motivation. Agents interact with their environment using sensors and actuators, and receive externally administered award that define their primitive goals. Higher level motivations and goals are evolved through learning of successful interactions with the environment and internally generated rewards. Finally agent can learn new thinks and survive in an unfamiliar environment.


Moduł gier miejskich dla elektronicznego przewodnika multimedialnego eGIT

Adam Brzeski, Adam Blokus, Tomasz Dziubich

W artykule opisano architekturę elektronicznego, bezprzewodowego, multimedialnego przewodnika eGIT w ujęciu warstwowym i komponentowym. Przedstawiono koncepcję definiowania funkcjonalności modułu gier miejskich stanowiącego rozszerzenie przewodnika eGIT oraz scharakteryzowano proces ich integracji. Gra miejska to nowa forma rozrywki. Nadrzędnym jej celem jest wykorzystywanie przestrzeni miejskiej jako miejsca rozgrywki, nowoczesnych urządzeń mobilnych jako interfejsów użytkownika oraz technologii bezprzewodowych jako kanału komunikacyjnego. Gracz odnosi wrażenie uczestniczenia w zdarzeniach istniejących jedynie wirtualnie. Rozgrywka łączy w sobie cechy flash mobów, happeningów ulicznych oraz komputerowych gier fabularnych i harcerskich podchodów. W artykule przedstawiono charakterystykę dostępnych rozwiązań i platform gier miejskich oraz dokonano ich porównania. Wskazano na najbardziej istotne cechy, które należy brać pod uwagę przy tworzeniu wymagań systemowych dla modułu. Przedstawiono proces integracji z aplikacją bazową eGIT, który dzięki zastosowanej architekturze zorientowanej na usługi (SOA) jest względnie prosty.


Software engineering in designing and implementation of computer games

Szymon Jabłoński

The paper aims to present the problem of designing and implementation of the architecture of computer games in the context of modern methods and tools of software development. The author will present specificity of a computer game application. Architectural design of computer games will be analyzed in terms of practical software engineering methods and popular design patterns. The article will show the common mistakes made by beginners and intermediate game programmers in the area of design and implementation based on games anti-patterns. The author will presents an overview of available game architectures, patterns and UML diagrams used in production of computer games, designed in order to obtain efficient and easy to manage source code. Described methods are independent of the adopted paradigm programming, programming language and target platform.


Integration of brood units in game universe

Michał Wójcik

Developing a game universe usually involves creation of various units which can be encountered by a player. Those can be lonely or organized in broods animals and monsters wandering around the game world. In order to provide natural gaming experience those units should behave variously depending on the world situation. Those behaviours can depend on the stimuli from the environment, inner units' state (like fatigue and hunger) and the global state of the whole brood (number of week and strong units, number of young and old units). It seems natural to implement brood units using an agent paradigm in order to provide autonomous actions and interactions between units. This paper presents an idea of implementing brood behaviour based on simple actions fired depending on the stimuli from environment as well as relations inside the brood.