···42424343Cooperation in Briscola Chiamata is a double-edge sword, since if you choose the wrong player to cooperate with, you will be the cause of your own defeat. On the other hand, a successful cooperation will most of the time ensure a safe victory. This risk in choosing which players to trust and cooperate with is what makes the game exciting for humans, and hard for agents. Competition is divided into two types, an individual agent competing to win the game alone, and a team of agents, that are unknown for mostly of the game, trying to compete against the opposite team.
44444545-Reactivity is an obvious requirement in any card game; when it is your turn to play, you have to play. In Briscola Chiamata however a proactivity is also required since turns are non strict, i.e: a player can decide to play outside his turn to cheat others of not being interested in the current round. This freedom of the game needs to be given to the agents.
4545+Reactivity is an obvious requirement in any card game; when it is your turn to play, you have to play. In Briscola Chiamata however a proactivity is also required since turns are non strict, i.e: a player can decide to play outside his turn to cheat others of not being interested in the current round or exchange information with other players. This freedom of the game needs to be given to the agents.
46464747The social factor comes from the fact that teams are created without the agents knowing who they are partners and this creates the necessity for communication between them in order to try to determine who are their partners. This, of course, implies a balance between cooperating and cheating. Having agents change status from partner to opponent between rounds makes a dynamic social multi agent system which is worth studying.
4848···7575 \item ``End of the game'' scenario is in charge of declaring the winner team, update the score of each player according to the scoring rules and release the player from the system.
7676\end{itemize}
77777878-Finally, percepts and actions in the system are summarized in Table~\ref{table:inout}.
7878+Finally, percepts in the system and their subsequent actions are summarized in Table~\ref{table:inout}.
79798080\begin{table}[htp]
8181 \begin{tabular}{|l|l|}
8282 \hline
8383 Join request & Subscribe user and manage request \\
8484 \hline
8585- 5 players in the system & Choose the card dealer, shuffling and dealing cards \\
8585+ 5 players subscribed & Choose the card dealer \\
8686 \hline
8787- Dealing is over & Start bidding in turn \\
8787+ Dealer identified & Shuffling and dealing cards \\
8888 \hline
8989- Bidding is over & Declare the Briscola card \\
8989+ Deal is over & Select turn \\
9090 \hline
9191- Briscola declared & Start playing in turn \\
9191+ Bid is over & Declare Briscola card \\
9292 \hline
9393- Card played & Update internal beliefs about teams setting \\
9393+ Briscola card declared & Select turn \\
9494 \hline
9595- Message from other players & Update internal beliefs about teams setting \\
9595+ Turn selected & Play card or Bid \\
9696 \hline
9797- The hand is over & Count points \\
9797+ Card played & Internal beliefs are updated\\
9898+ \hline
9999+ No percepts needed & Exchange information \\
100100+ \hline
101101+ Round is over & Count points \\
98102 \hline
9999- The game is over & Declare the winner \\
103103+ Game is over & Declaring the winner \\
100104 \hline
101101- Winner declared & Update the system scoring \\
105105+ Winner declared & Update the scoring \\
102106 \hline
103103- System scoring updated & Release the agents from the system \\
107107+ Scoring updated & Release the players \\
104108 \hline
105109 \end{tabular}
106110 \label{table:inout}