An analysis of the insertion of virtual players in GMABS methodology using the Vip-JogoMan prototype
Abstract:
The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of RPG and MABS techniques. This methodology links the dynamic capacity of MABS (Multi-Agent-Based Simulation) and the discussion and learning capacity of RPG (Role-Playing Games). Using GMABS, we have developed two prototypes in the natural resources management domain. The first prototype, called JogoMan (Adamatti et. al, 2005), is a paper-based game: all players need to be physically present in the same place and time, and there is a minimum needed number of participants to play the game. In order to avoid this constraint, we have built a second prototype, called ViP-JogoMan (Adamatti et. al, 2007), which is an extension of the first one. This second game enables the insertion of virtual players that can substitute some real players in the game. These virtual players can partially mime real behaviors and capture autonomy, social abilities, reaction and adaptation of the real players. We have chosen the BDI architecture to model these virtual players, since its paradigm is based on folk psychology; hence, its core concepts easily map the language that people use to describe their reasoning and actions in everyday life. ViP-JogoMan is a computer-based game, in which people play via Web, players can be in different places and it does not have a hard constraint regarding the minimum number of real players. Our aim in this paper is to present some test results obtained with both prototypes, as well as to present a preliminary discussion on how the insertion of virtual players has affected the game results.