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(Created page with "'''Interaction Modeling with Artificial Life Agents''' is an academic case study presented at the 2004 Intelligent Virtual Environments and Virtual Agents conference workshop....")
 
 
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'''Interaction Modeling with Artificial Life Agents''' is an academic case study presented at the 2004 Intelligent Virtual Environments and Virtual Agents conference workshop.  Written by Ernesto Germán-Soto, Leonid B. Sheremetov and Christian Sánchez-Sánchez, the paper uses a modified version of [[Creatures 3]] to study emergent social behavior of creatures. It alters the gameplay of Creatures 3, adding "rucksack" objects to the game which "explorer" creatures (using [[Desert Ettin]] sprites) use to cooperatively collect elements such as foodstuffs while coexisting with the aggressive "native" creatures (using [[Gecko Norn]] sprites).
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'''Interaction Modeling with Artificial Life Agents''' is an academic case study presented at the 2004 Intelligent Virtual Environments and Virtual Agents conference workshop.  Written by Ernesto Germán-Soto, Leonid B. Sheremetov and Christian Sánchez-Sánchez, the paper uses a modified version of [[Creatures 3]] and [[Docking Station]] to study emergent social behavior of creatures. It alters the gameplay of the series, adding "rucksack" objects to the game which "explorer" creatures (using [[Desert Ettin]] sprites) use to cooperatively collect elements such as foodstuffs while coexisting with the aggressive "native" creatures (using [[Gecko Norn]] sprites).
  
 
[[Map Editor]], [[GIMP]], and [[Sprite Builder]] were used to generate the environment used in the case study, along with the [[CAOS]] language to add new actions and behavior rules.  The official [[Genetics Kit]] was used to load the creatures with [[instinct]]s and other features.  Rogelio Mendoza-Avellaneda was thanked for creating the environment for the case study.
 
[[Map Editor]], [[GIMP]], and [[Sprite Builder]] were used to generate the environment used in the case study, along with the [[CAOS]] language to add new actions and behavior rules.  The official [[Genetics Kit]] was used to load the creatures with [[instinct]]s and other features.  Rogelio Mendoza-Avellaneda was thanked for creating the environment for the case study.

Latest revision as of 00:51, 15 August 2018

Interaction Modeling with Artificial Life Agents is an academic case study presented at the 2004 Intelligent Virtual Environments and Virtual Agents conference workshop. Written by Ernesto Germán-Soto, Leonid B. Sheremetov and Christian Sánchez-Sánchez, the paper uses a modified version of Creatures 3 and Docking Station to study emergent social behavior of creatures. It alters the gameplay of the series, adding "rucksack" objects to the game which "explorer" creatures (using Desert Ettin sprites) use to cooperatively collect elements such as foodstuffs while coexisting with the aggressive "native" creatures (using Gecko Norn sprites).

Map Editor, GIMP, and Sprite Builder were used to generate the environment used in the case study, along with the CAOS language to add new actions and behavior rules. The official Genetics Kit was used to load the creatures with instincts and other features. Rogelio Mendoza-Avellaneda was thanked for creating the environment for the case study.

External links[edit]

  • Germán-Soto, E., Sheremetov, L.B., & Sánchez-Sánchez, C. (2004, April 27). Interaction Modeling with Artificial Life Agents. Paper presented at Intelligent Virtual Environments and Virtual Agents, ITESM Campus Ciudad de Mexico, Mexico City, D.F , Mexico.