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This operator can be a real person (manual operator), or a specific program (automatic operator) that integrates several functions between the RPG and MABS components. The system operator is the one that feeds the MABS tool with input data gained from the RPG players and that forwards the next scenario information to them. A good example of a MABS application domain is natural resources management, as it explores several knowledge areas, such as sociology, hydrology and biology.ġ.5 In order to implement a prototype based on GMABS methodology, we need to analyze how both components (MABS and RPG) interact with each other, considering mainly two aspects: players and system operator. al 2003 Barreteau and others 2003).ġ.4 MABS combines multi-agent systems and simulation techniques, dealing with problems that involve multiple domains ( Gilbert and Troitzsch 1999). In fact, players use a RPG as a "social laboratory", because they can experience many possibilities, without real consequences ( Barreteau et. Each participant plays a role and takes decisions to reach its objectives.
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By playing these roles, they live different lives, full of fantasy and entertainment ( Costikyan 1994). al 2005).ġ.3 In RPG, participants assume the roles of fictional characters. The association between RPG and MABS is called GMABS methodology (Games and Multi-Agent-Based Simulation) ( Adamatti et. al 2002 Barreteau 2003) with interesting results, due to the dynamic capacity of MABS and the discussion and learning capacity of RPG techniques. Role-Playing Games, Multi-Agent Based Simulation, Natural Resources, Virtual Playersġ.1 Within the context of complex systems, negotiation in the natural resources management is a very important topic, since it deals with many different agents, groups of interest, and institutions that interact with the ecosystem ( Bousquet et al 1999).ġ.2 Multi-Agent-Based Simulation (MABS) and Role-Playing Game (RPG) have been used in several lines of research ( d'Aquino et. 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. 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. 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. These virtual players can partially mime real behaviors and capture autonomy, social abilities, reaction and adaptation of the real players.
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This second game enables the insertion of virtual players that can substitute some real players in the game. al, 2007), which is an extension of the first one. In order to avoid this constraint, we have built a second prototype, called ViP-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.
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The first prototype, called JogoMan (Adamatti et. Using GMABS, we have developed two prototypes in the natural resources management domain.
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This methodology links the dynamic capacity of MABS (Multi-Agent-Based Simulation) and the discussion and learning capacity of RPG (Role-Playing Games). The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of RPG and MABS techniques. Journal of Artificial Societies and Social Simulation 12 (3) 7įor information about citing this article, click here An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototypeĭiana Francisca Adamatti, Jaime Simão Sichman and Helder Coelho (2009)
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