sg 14(2): e7

Research Article

A MultiAgent Architecture for Collaborative Serious Game applied to Crisis Management Training: Improving Adaptability of Non Player Characters

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  • @ARTICLE{10.4108/sg.1.2.e7,
        author={M’hammed Ali  Oulhaci and Erwan Tranvouez and S\^{e}bastien Fournier and Bernard Espinasse},
        title={A MultiAgent Architecture for Collaborative Serious Game applied to Crisis Management Training: Improving Adaptability of Non Player Characters},
        journal={EAI Endorsed Transactions on Serious Games},
        volume={1},
        number={2},
        publisher={ICST},
        journal_a={SG},
        year={2014},
        month={5},
        keywords={Serious Game, Multi-agents system, Multi-agent Simulation, Crisis Management.},
        doi={10.4108/sg.1.2.e7}
    }
    
  • M’hammed Ali Oulhaci
    Erwan Tranvouez
    Sébastien Fournier
    Bernard Espinasse
    Year: 2014
    A MultiAgent Architecture for Collaborative Serious Game applied to Crisis Management Training: Improving Adaptability of Non Player Characters
    SG
    ICST
    DOI: 10.4108/sg.1.2.e7
M’hammed Ali Oulhaci1,2,*, Erwan Tranvouez1, Sébastien Fournier1, Bernard Espinasse1
  • 1: Aix Marseille Université, CNRS, LSIS UMR 7296, 13397 Marseille, FRANCE
  • 2: SII Group, IT Consulting and Engineering Company, Aix-en-Provence, FRANCE
*Contact email: aoulhaci@sii.fr

Abstract

Serious Games (SG) are more and more used for training, as in the crisis management domain, where several hundred stakeholders can be involved, causing various organizational difficulties on field exercises. SGs specific benefits include player immersion and detailed players’ actions tracking during a virtual exercise. Moreover, Non Player Characters (NPC) can adapt the crisis management exercise perimeter to the available stakeholders or to specific training objectives. In this paper we present a Multi-Agent System architecture supporting behavioural simulation as well as monitoring and assessment of human players. A NPC is enacted by a Game Agent which reproduces the behaviour of a human actor, based on a deliberative model (Belief Desire Intention). To facilitate the scenario design, an Agent editor allows a designer to configure agents’behaviours. The behaviour simulation was implemented within the pre-existing SIMFOR project, a serious game for training in crisis management.