skip to main content
10.1145/2695664.2695705acmconferencesArticle/Chapter ViewAbstractPublication PagessacConference Proceedingsconference-collections
research-article

A scalable platform for mobile social gaming

Published:13 April 2015Publication History

ABSTRACT

This paper presents an overview of the functionality and of the architectural design of AMUSE (Agent-based Multi-User Social Environment), an open source social gaming platform that leverages the power of industrial-strength agent technologies. AMUSE is conceived as a PaaS (Platform as a Service) tool that enables service providers, like game and community portals, to relief game developers from the burden of implementing horizontal functionality common to a large set of games. This paper first motivates the development of AMUSE. It then describes the architecture of the multi-agent system that implements the core of AMUSE and it relates the various types of agents with the functionality that AMUSE provides. The paper continues with a reasoned list of related platforms available in the literature and on the Web. The list includes platforms from big players of the Web arena and lower-profile proposals that gained significant acceptance. Finally, the paper summarizes the current state of development of AMUSE.

References

  1. A. J. Agnello. Investment in social gaming drops by $1 billion in 2012, 2013. http://www.digitaltrends.com.Google ScholarGoogle Scholar
  2. AMUSE Web site. jade.tilab.com/amuse.Google ScholarGoogle Scholar
  3. AndEngine Web site. www.andengine.org.Google ScholarGoogle Scholar
  4. Apple game center Web site. developer.apple.com/game-center.Google ScholarGoogle Scholar
  5. M. Banzi, G. Caire, and D. Gotta. WADE: A software platform to develop mission critical, applications exploiting agents and workflows. In Procs. Int'l Joint Conf. Autonomous Agents and Multi-Agent Systems, pages 29--36, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. F. Bellifemine, G. Caire, and D. Greenwood. Developing multi-agent systems with JADE. Wiley Series in Agent Technology, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. F. Bellifemine, A. Poggi, and G. Rimassa. Developing multi-agent systems with a FIPA-compliant agent framework. Software: Practice & Experience, 31:103--128, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. F. Bergenti. An introduction to the JADEL programming language. In Procs. IEEE Int'l Conf. Tools with Artificial Intelligence (ICTAI 2014), 2014. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. F. Bergenti, G. Caire, and D. Gotta. Interactive workflows with WADE. In Procs. IEEE Int'l Conf. Enabling Technologies: Infrastructures for Collaborative Enterprises, pages 10--15, 2012. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. F. Bergenti, G. Caire, and D. Gotta. An overview of the AMUSE social gaming platform. In Procs. Workshop From Objects to Agents, pages 85--90, 2013.Google ScholarGoogle Scholar
  11. F. Bergenti, G. Caire, and D. Gotta. Agent-based social gaming with AMUSE. In Procs. 5th Int'l Conf. Ambient Systems, Networks and Technologies (ANT 2014) and 4th Int'l Conf. Sustainable Energy Information Technology (SEIT 2014), volume 32 of Procedia Computer Science, pages 914--919, 2014.Google ScholarGoogle Scholar
  12. F. Bergenti, G. Caire, and D. Gotta. Agents on the move: JADE for Android devices. In Procs. Workshop From Objects to Agents, 2014.Google ScholarGoogle Scholar
  13. F. Bergenti, G. Caire, and D. Gotta. Large-Scale Network and Service Management with WANTS, chapter 13. In press, 2014. Industrial Agents: Emerging Applications of Software Agents in Industry.Google ScholarGoogle Scholar
  14. F. Bergenti, E. Franchi, and A. Poggi. Selected models for agent-based simulation of social networks. In Procs. Symposium on Social Networks and Multiagent Systems, pages 27--32, 2011.Google ScholarGoogle Scholar
  15. F. Bergenti and D. Gotta. Augmented reality for field maintenance of large telecommunication networks. In Procs. EuroVR 2014, 2014.Google ScholarGoogle Scholar
  16. F. Bergenti and M. N. Huhns. On the use of agents as components of software systems, chapter 1, pages 19--32. Kluwer Academic Publishing, 2004. Methodologies and Software Engineering for Agent Systems: The Agent-Oriented Software Engineering Handbook.Google ScholarGoogle Scholar
  17. F. Bergenti and A. Poggi. Agent-based approach to manage negotiation protocols in flexible CSCW systems. In Procs. 4th Int'l Conf. Autonomous Agents, pages 267--268, 2000. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. F. Bergenti and A. Poggi. Ubiquitous information agents. Int'l J. Cooperative Information Systems, 11(34):231--244, 2002.Google ScholarGoogle ScholarCross RefCross Ref
  19. F. Bergenti, A. Poggi, B. Burg, and G. Caire. Deploying FIPA-compliant systems on handheld devices. IEEE Internet Computing, 5(4):20--25, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. F. Bergenti, A. Poggi, and M. Somacher. A collaborative platform for fixed and mobile networks. Communications of the ACM, 45(11):39--44, 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. S. Björk, S. Lundgren, and J. Holopainen. Game design patterns. In Procs. Digital Games Research Conference, pages 180--193, 2003.Google ScholarGoogle Scholar
  22. Facebook games developer center Web site. developers.facebook.com/docs/games.Google ScholarGoogle Scholar
  23. Gameeso Web site. www.gameeso.com.Google ScholarGoogle Scholar
  24. Gameplay design pattern project Web site. gdp2.tii.se.Google ScholarGoogle Scholar
  25. Google play game services Web site. developers.google.com/games/services.Google ScholarGoogle Scholar
  26. GREE Web site. developer.gree.net.Google ScholarGoogle Scholar
  27. JADE Web site. jade.tilab.com.Google ScholarGoogle Scholar
  28. S. Mlot. Infographic: How do you get your mobile gaming fix?, 2013. www.pcmag.com.Google ScholarGoogle Scholar
  29. Openfeint Web site. www.openfeint.com.Google ScholarGoogle Scholar
  30. Papaya mobile Web site. www.papayamobile.com.Google ScholarGoogle Scholar
  31. Rightscale Web site. www.rightscale.com.Google ScholarGoogle Scholar
  32. Scoreloop Web site. www.scoreloop.com.Google ScholarGoogle Scholar
  33. WADE Web site. jade.tilab.com/wade.Google ScholarGoogle Scholar

Index Terms

  1. A scalable platform for mobile social gaming

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      SAC '15: Proceedings of the 30th Annual ACM Symposium on Applied Computing
      April 2015
      2418 pages
      ISBN:9781450331968
      DOI:10.1145/2695664

      Copyright © 2015 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 13 April 2015

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      SAC '15 Paper Acceptance Rate291of1,211submissions,24%Overall Acceptance Rate1,650of6,669submissions,25%
    • Article Metrics

      • Downloads (Last 12 months)6
      • Downloads (Last 6 weeks)1

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader