Citing this article

A standard form of citation of this article is:

Adamatti, Diana Francisca, Sichman, Jaime Sim&atilde;o and Coelho, Helder (2009). 'An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototype'. Journal of Artificial Societies and Social Simulation 12(3)7 <https://www.jasss.org/12/3/7.html>.

The following can be copied and pasted into a Bibtex bibliography file, for use with the LaTeX text processor:

@article{adamatti2009,
title = {An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototype},
author = {Adamatti, Diana Francisca and Sichman, Jaime Sim\\~{a}o and Coelho, Helder},
journal = {Journal of Artificial Societies and Social Simulation},
ISSN = {1460-7425},
volume = {12},
number = {3},
pages = {7},
year = {2009},
URL = {https://www.jasss.org/12/3/7.html},
keywords = {Role-Playing Games, Multi-Agent Based Simulation, Natural Resources, Virtual Players},
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.},
}

The following can be copied and pasted into a text file, which can then be imported into a reference database that supports imports using the RIS format, such as Reference Manager and EndNote.


TY - JOUR
TI - An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototype
AU - Adamatti, Diana Francisca
AU - Sichman, Jaime Sim&atilde;o
AU - Coelho, Helder
Y1 - 2009/06/30
JO - Journal of Artificial Societies and Social Simulation
SN - 1460-7425
VL - 12
IS - 3
SP - 7
UR - https://www.jasss.org/12/3/7.html
KW - Role-Playing Games
KW - Multi-Agent Based Simulation
KW - Natural Resources
KW - Virtual Players
N2 - 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.
ER -