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	<title>Comments on: Gaming intelligence in the XBox 360</title>
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	<link>http://www.semiologic.com/2005/05/14/gaming-intelligence-in-the-xbox-360/</link>
	<description>Meaningful Technology</description>
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		<title>By: Denis de Bernardy</title>
		<link>http://www.semiologic.com/2005/05/14/gaming-intelligence-in-the-xbox-360/#comment-460</link>
		<dc:creator>Denis de Bernardy</dc:creator>
		<pubDate>Wed, 18 May 2005 18:02:22 +0000</pubDate>
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		<description>There&#039;s several interesting pieces of research in social psychologists that you might find interesting when it comes to modeling a mob.

Namely, Gabriel Tarde and Gustave Lebon had good insights about a century ago. Some of Carl G. Jung&#039;s analysises on group unconsciousness make perfect sense too. But these three are starting to take dust.

The more interesting pieces of research, imho, are those of Musafer Sherif (the Robber&#039;s Cave experiment) and of Serge Moscovici (on active minority influence). Arguably, Georg Simmel had the insights long before both of them, but the two remain major contributors to social psychology nonetheless. Both pinpoint a gell effect that occurs when it comes to groups, that was studied at individual level by Edgar Schein (who studied brainwashing on prisonners of war in the 50s).

The bottom-line, when it comes to programming a mob (or a multi-agent system), is this, more or less: It makes sense to only consider those agents that have strong interactions with their environment, i.e. those that are towards the edges of the mob (via Sherif), those who are stubbornly consistent in having a non-confirmist behavior (via Moscovici), and those around the latter (via Sherif, again). You can then assume, at first approximation, that all the individuals within the mob act as one herde. And you can compare this, to a certain extent, to the skin effect in electronics, whereby current stays on the surface of the conductor.

This approach would reduce the computational complexity of the ogre system by orders of magnitudes. And as far as I can tell, the resulting behavior would be much closer to that of a real mob. :)</description>
		<content:encoded><![CDATA[<p>There&#039;s several interesting pieces of research in social psychologists that you might find interesting when it comes to modeling a mob.</p>
<p>Namely, Gabriel Tarde and Gustave Lebon had good insights about a century ago. Some of Carl G. Jung&#039;s analysises on group unconsciousness make perfect sense too. But these three are starting to take dust.</p>
<p>The more interesting pieces of research, imho, are those of Musafer Sherif (the Robber&#039;s Cave experiment) and of Serge Moscovici (on active minority influence). Arguably, Georg Simmel had the insights long before both of them, but the two remain major contributors to social psychology nonetheless. Both pinpoint a gell effect that occurs when it comes to groups, that was studied at individual level by Edgar Schein (who studied brainwashing on prisonners of war in the 50s).</p>
<p>The bottom-line, when it comes to programming a mob (or a multi-agent system), is this, more or less: It makes sense to only consider those agents that have strong interactions with their environment, i.e. those that are towards the edges of the mob (via Sherif), those who are stubbornly consistent in having a non-confirmist behavior (via Moscovici), and those around the latter (via Sherif, again). You can then assume, at first approximation, that all the individuals within the mob act as one herde. And you can compare this, to a certain extent, to the skin effect in electronics, whereby current stays on the surface of the conductor.</p>
<p>This approach would reduce the computational complexity of the ogre system by orders of magnitudes. And as far as I can tell, the resulting behavior would be much closer to that of a real mob. :)</p>
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		<title>By: joe</title>
		<link>http://www.semiologic.com/2005/05/14/gaming-intelligence-in-the-xbox-360/#comment-458</link>
		<dc:creator>joe</dc:creator>
		<pubDate>Wed, 18 May 2005 15:49:39 +0000</pubDate>
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		<description>maybe the ogres are a lot smarter than the humans, and not prone to mob mentalities. 

but somehow i doubt the system, no matter how fancy, will model reactions of thousands of independent bad guys in a mob.</description>
		<content:encoded><![CDATA[<p>maybe the ogres are a lot smarter than the humans, and not prone to mob mentalities. </p>
<p>but somehow i doubt the system, no matter how fancy, will model reactions of thousands of independent bad guys in a mob.</p>
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