Abstract
This talk enumerates the challenges of building a game generator that works like the SimCity and/or empire building genre of games. This talk begins by describing a universally recurring socio-cultural “game” of inter-group competition for control of resources. It next describes efforts to author a game generator and software agents able to play the game as real humans would - which suggests the ability to study alternative ways to influence them, observe effects, and potentially understand how best to alter the outcomes of dysfunctional economies and potential conflict situations. I then examine two implemented game worlds (NonKin Village and FactionSim Countries). I conclude by arguing that substantial effort on game realism, best-of-breed social science models, and agent validation efforts is essential if analytic experiments are to effectively explore alternative ways to influence outcomes.
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© 2009 Springer-Verlag Berlin Heidelberg
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Silverman, B.G. (2009). Modeling and Simulating Empires: Toward a Game World Generator. In: Velásquez, J.D., Ríos, S.A., Howlett, R.J., Jain, L.C. (eds) Knowledge-Based and Intelligent Information and Engineering Systems. KES 2009. Lecture Notes in Computer Science(), vol 5711. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04595-0_45
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DOI: https://doi.org/10.1007/978-3-642-04595-0_45
Publisher Name: Springer, Berlin, Heidelberg
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