
 
feasibility of implementing a single-threaded 
configuration of the ActorFramework component.  
Portability and Integration. Integrating the 
GameFramework into other systems would require 
an undergraduate level of experience programming 
with the C++ programming language with 
knowledge of behavioural design patterns such as 
the Observer pattern or the Command pattern.  
5 RELATED WORK 
Research on agent-oriented software architecture is 
emerging as a topic of great interest and value. Due 
to space constraints, we select sample research that 
relates to technical quality of service requirements 
and modelling the behaviour of agents.  
At the architecture level, response-time 
performance, agent behaviour and communication 
have received attention (Shukri, 2008; Jepp, 2010); 
less work is available on the concurrency 
(Duvigneau, 2003), scalability (Luo, 2010), or 
extensibility/evolution of games (Lee, 2002) or 
GDPs.  
From the real-time community, Lee’s 
architecture (Lee, 2002) is the closest with respect to 
our component based design concept. The 
components in this architecture are encapsulated 
with well-defined interfaces; components of 
different characteristics, functionalities, and 
implementations can be used to form real-time 
agents. The task-scheduling component deals with 
requests arriving at unexpected time points that are 
of different levels of urgency and importance. It 
dynamically manages overload conditions by 
plugging in alternative components. To include 
additional components for system evolution, 
however, would require code modifications to the 
game (not scripted). The architecture presented in 
(Lee, 2002) does not focus on the agents from a 
social, behavioural perspective. 
From the AI community, the multi-agent 
architecture by (Kobti, 2007) focuses on the social, 
learning, behavioural perspective. Here, agents are 
intelligent, interact, and make decisions in positional 
games. The overall architecture is based on the 
General Game Playing architecture (http://games. 
stanford.edu). The architecture presented in (Kobti, 
2007) does not focus on the technical quality of 
service requirements.   
6 CONCLUSIONS 
The characteristics of the SimSYS GDP include a 
rich collection of quality of service requirements: 
modifiability of the platform; flexibility of the 
games; playabilty of the games; and usability of the 
games and platform. From a software architecture 
perspective, the evolvability and playability 
requirements have lead us to a domain specific 
architecture that is agent-oriented and component 
based; new/modified games are defined with a 
domain specific modelling language. Our position is 
that our unique combination of the agent-oriented 
paradigm and component based design is well suited 
for this problem domain. In the future we plan to 
refine and rigorously verify the architecture; model 
checking the agent-oriented architecture would be of 
great interest. An empirical evaluation with a 
prototype is underway. In addition, the usability 
requirements (response time performance, 
concurrency, portability, scalability) will be 
thoroughly investigated; their trade-offs with the 
playability and system modifiability requirements 
assessed.  
REFERENCES 
Cooper, K., 2011. SimSYS Project Website, available at: 
http://www.utdallas.edu/~kcooper/SimSYS. 
Dignum, F., Westra, J., van Doesburg, W., and Harbers, 
M., 2009. Games and Agents: Designing Intelligent 
Gameplay, in International Journal of Computer 
Games Technology. 
Duvigneau, M., Moldt, D., and Rölke, H., 2003. 
Concurrent Architecture for a Multi-agent Platform, 
Agent-Oriented Software Engineering III, LNCS.  
Goschnick, S., Balbo, S., and Sonenberg, L., 2008. 
ShaMAN: An Agent Meta-model for Computer 
Games, in Proceedings 2
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Centered Software Engineering. 
Jepp, P. Fradinho, M., and Pereira, J. M., 2010. An Agent 
Framework for a Modular Serious Game. In 
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and Virtual Worlds for Serious Applications. 
Kobti, Z. and Sharma, S., 2007. A Multi-Agent 
Architecture for Game Playing. In Proceedings of the 
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and Games. 
Lee, J. and Zhao, L., 2002. A Real-Time Agent 
Architecture: Design, Implementation and Evaluation. 
In Intelligent Agents and Multi-Agent Systems, LNCS.  
Luo, J. and Chang, H., 2010. A Scalable Architecture for 
Massive Multi-player Online Games Using Peer-to-
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