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Massively Multi-Agent Simulations of Religion
Journal of Cognition and Culture Pub Date : 2018-11-28 , DOI: 10.1163/15685373-12340044
William Sims Bainbridge 1
Affiliation  

Massively multiplayer online (MMO) games are not merely electronic communication systems based on computational databases, but also include artificial intelligence that possesses complex, dynamic structure. Each visible action taken by a component of the multi-agent system appears simple, but is supported by vastly more sophisticated invisible processes. A rough outline of the typical hierarchy has four levels: (1) interaction between two individuals, each either human or artificial, (2) conflict between teams of agents who cooperate with fellow team members, (3) enduring social-cultural groups that seek to accomplish shared goals, and (4) large-scale cultural traditions, often separated into virtual geographic regions. In many MMOs, both magic and religion are represented, in ways that harmonize with a social-scientific theory that defines them in terms of specific versus general psychological compensators. This article draws empirical examples from five diverse MMOs: Dark Age of Camelot, Dungeons and Dragons Online, World of Warcraft, A Tale in the Desert and Gods and Heroes.



中文翻译:

宗教的大规模多代理模拟

大型多人在线(MMO)游戏不仅是基于计算数据库的电子通信系统,而且还包括具有复杂,动态结构的人工智能。多代理系统的组件所执行的每个可见操作看起来都很简单,但是得到了更为复杂的不可见过程的支持。典型等级制的粗略概述有四个层次:(1)两个人之间的互动,每个人都是人为的或人为的;(2)与团队其他成员合作的特工团队之间的冲突;(3)持续寻求社会文化群体以实现共同的目标,以及(4)经常被分为虚拟地理区域的大规模文化传统。在许多MMO中s,魔术和宗教都以与社会科学理论相一致的方式来表示,社会科学理论根据特定的心理补偿器与一般的心理补偿器来定义魔术和宗教。本文从五个不同的MMO中得出了经验示例:《卡米洛特的黑暗时代》,《地下城与龙》,《魔兽世界》,《沙漠传说》和《神与英雄》。

更新日期:2018-11-28
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