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

M'hammed Ali Oulhaci, Erwan Tranvouez, Sébastien Fournier, Bernard Espinasse
2014 EAI Endorsed Transactions on Serious Games  
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
more » ... 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. | Volume 01 | Issue 2 | e7 A. Oulhaci et al. Action Effect type Description Phone KE, ME This action allows to join a player by phone. If both interlocutors are human players, the communication will be oral via VOIP (Voice over IP). If one of the interlocutors is a GA, the communication will be done as a dialogue with textual phrases exchange (see section 5.2). Fax KE, ME This action allows to send a fax to one or more recipients. Faxes are represented by preformatted HTML documents related to crisis management (to be filled in with the right informations). Radio KE, ME This action allows to join a players by radio. The player must then select a channel and press the talk button to communicate with all actors listening to this channel. To add a radio action into a plan, the designer must specify the channel and the id of the dialogue that will be used (by GA). Talk KE, ME This action allows to talk with the nearest players (with a defined perimeter). Move PE This action allows to move in the virtual environment. The players can move using the mouse or automatically by selecting a chosen address in address book (either on foot or using a vehicle). Daybook KE the daybook simulates a web portal that allows stakeholders to relay information on the disaster. The player writes the information to be shared and will be available to all stakeholders. designer detailing their execution time, preconditions and effects.
doi:10.4108/sg.1.2.e7 fatcat:kf656uxsdnhajil7uecv5z3vf4