| Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57. |
.... The diverse range of applications for which agents are being touted include operating systems interfaces [21] processing satellite imaging data [54] electricity distribution management [31] air traffic control [34] business process management [29] electronic commerce [26] and computer games [25], to name a few. Moreover, significant commercial and industrial research and development efforts have been underway for some time [9, 11, 44, 45] and are set to grow further. However, the field of agents and multi agent systems is still relatively young, and there are many problems that may have ....
S. Grand and D. Cliff. Creatures: Entertainment software agents with artificial life. Autonomous Agents and Multi-Agent Systems, 1(1):39--57, 1998.
....elds for agent technology. Agents have an obvious role to play in interactive virtual scenarios, in which human players must interact with virtual creatures , which have their own personalities , attitudes and capabilities [27] Realistic virtual scenarios may be used either in games, as [34] and [67] or in simulations related to civil protection, where virtual scenarios are used to simulate emergency situations, such as earthquakes or ooding. 2.3 Developing agent software Even though they certainly represent an advance in software engineering, multi agent systems are generally ....
S. Grand and D. Cli. Creatures: Entertainment Software Agents with Articial Life. Autonomous Agents and Multi-Agent Systems, 1(1), 1998.
.... The diverse range of applications for which agents are being touted include operating systems interfaces [15] processing satellite imaging data [16] electricity distribution management [17] air traffic control [18] business process management [19] electronic commerce [20] and computer games [21], to name a few. The richness of the agent metaphor that leads to such different uses of the term is both a strength and a weakness. Its strength lies in the fact that it can be applied in very many different ways in many situations for different purposes. The weakness, however, is that the term ....
Grand, S. and Cliff, D. (1998) Creatures: Entertainment software agents with artificial life. Autonomous Agents and Multi-Agent Systems, 1(1):39--57.
....neutral bit players. The historical trend has been from very simplistic autonomous characters (which may just blindly follow scripts with little or no ability to react to their dynamic environment) towards nimble reactive characters [Reyn99] and finally towards characters which can learn [Gran98], reason [Lair00] and plan [Fung99] The concepts presented here are an outgrowth of earlier work on simulating bird flocks [Reyn87] and on the underlying concept of steering behaviors [Reyn99] An extensive bibliography on autonomous characters can be found in [Reyn99] Directly relevant to the ....
Steve Grand and Dave Cliff (1998) "Creatures: Entertainment software agents with artificial life" in Autonomous Agents and Multi-Agent Systems, 1(2).
....There are a large number of games available in which animated characters face challenges in a virtual world. Fighting and shooting games are the most prominent examples. However, there are also adventures available in which the actions of the characters are not so cruel. Grand and Cliff [Gra, Cli 98] brought together agent technologies and concepts from Biology and designed the game Creatures. Creatures provides a rich, simulated environment containing a number of synthetic agents that a user can interact with. Interactive theatre and cinema are other application examples, which are ....
S. Grand and D. Cliff, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1(2) 1998.
....been used in [4] The model is a cognitive model of emotional states, i.e. it takes a sequence of perceptions of the external world and fuses these perceptions together to produce uni ed expressions such as joy and hate . Other kinds of models can be used, for example in the Creatures system [25, 24], which is a piece of entertainment 7 software which simulates ctional animals and their interactions, a physiological model of emotion is maintained within the agent, based on ideas inspired by the workings of the endocrine system. Can any of these systems be said to actually have emotions ....
....con dence. So far these arguments are targetted at systems which use a ective metafactors which are grounded in human communication, and so are restricted to human communication or to agents which simulate a human like emotional system, for example the simulated endocrine system in creatures [25, 24]. There is also the possibility of IVAs communicating meta factors which are intrinsic to the algorithms which are running in the agent, rather than attempting to interpret these meta factors in terms of factors that are expressed by humans. Thus humans could in time learn that certain ....
S. Grand and D. Cli. Creatures: Entertainment software agents with articial life. Autonomous Agents and Multi-Agent Systems, 1(1):39-57, 1998.
....CyberLife is novel and represents a signi#cant investment in engineering development. The method of integration stems from a particular set of methodological principles employed by CTL (see [12] Detailed technical descriptions of how CyberLife is used in Creatures have been published elsewhere [19, 20]. The information in those papers is suf#cient to motivate an extended discussion, drawing explicit links and comparisons with research published in the alife literature and discussing the implications of the success of the product, both for the science and for the sociology of alife. And that is ....
Grand, S., & Cliff, D. (1998). Creatures: Entertainment software agents with arti#cial life. Autonomous Agents and Multi-Agent Systems, 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Grand, S. and Cliff, D. Creatures: Entertainment Software Agents with Artificial Life, Journal of Artificial Life, Autonomous Agents and Multi-Agent Systems, 1(1): 39 - 57, 1998.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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Steve Grand and Dave Cli. Creatures: Entertainment software agents with arti cial life. Autonomous Agents and Multi-Agent Systems, 1(1):39 - 57, 1998.
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Stephen Grand and Dave Cli#, Creatures: Entertainment software agents with artificial life, Autonomous Agents and Multi-Agent Systems 1 (1998), no. 1, 39--57.
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