Recently, we introduced Behavioural State Machines (BSM), a novel programming framework for development of cognitive agents with Jazzyk, its associated programming language and interpreter. The Jazzyk BSM framework draws a strict distinction between knowledge representation and behavioural aspects of an agent program. Jazzyk BSM thus enables synergistic exploitation of heterogeneous knowledge representation technologies in a single agent, as well as offers a transparent way for embedding cognitive agents in various simulated or physical environments. This makes it a particularly suitable platform for development of simulated, as well as physically embodied cognitive agents, such as virtual agents, or non-player characters for computer games. In this paper we report on Jazzbot and Urbibot projects, two case-studies we developed using the Jazzyk BSM framework in simulated environments provided by a first person shooter computer game and a physical reality simulator for mobile robotics respectively. We describe the underlying technological infrastructure of the two agent applications and provide a brief account of experiences and lessons we learned during the development. © 2009 Springer-Verlag.
CITATION STYLE
Köster, M., Novák, P., Mainzer, D., & Fuhrmann, B. (2009). Two case studies for Jazzyk BSM. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5920 LNAI, pp. 33–47). https://doi.org/10.1007/978-3-642-11198-3_3
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