2-APL UPC project.
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docs/briscola_chiamata/bc-doc.tex
··· 42 42 43 43 Cooperation 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. 44 44 45 - 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. 45 + 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. 46 46 47 47 The 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. 48 48 ··· 75 75 \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. 76 76 \end{itemize} 77 77 78 - Finally, percepts and actions in the system are summarized in Table~\ref{table:inout}. 78 + Finally, percepts in the system and their subsequent actions are summarized in Table~\ref{table:inout}. 79 79 80 80 \begin{table}[htp] 81 81 \begin{tabular}{|l|l|} 82 82 \hline 83 83 Join request & Subscribe user and manage request \\ 84 84 \hline 85 - 5 players in the system & Choose the card dealer, shuffling and dealing cards \\ 85 + 5 players subscribed & Choose the card dealer \\ 86 86 \hline 87 - Dealing is over & Start bidding in turn \\ 87 + Dealer identified & Shuffling and dealing cards \\ 88 88 \hline 89 - Bidding is over & Declare the Briscola card \\ 89 + Deal is over & Select turn \\ 90 90 \hline 91 - Briscola declared & Start playing in turn \\ 91 + Bid is over & Declare Briscola card \\ 92 92 \hline 93 - Card played & Update internal beliefs about teams setting \\ 93 + Briscola card declared & Select turn \\ 94 94 \hline 95 - Message from other players & Update internal beliefs about teams setting \\ 95 + Turn selected & Play card or Bid \\ 96 96 \hline 97 - The hand is over & Count points \\ 97 + Card played & Internal beliefs are updated\\ 98 + \hline 99 + No percepts needed & Exchange information \\ 100 + \hline 101 + Round is over & Count points \\ 98 102 \hline 99 - The game is over & Declare the winner \\ 103 + Game is over & Declaring the winner \\ 100 104 \hline 101 - Winner declared & Update the system scoring \\ 105 + Winner declared & Update the scoring \\ 102 106 \hline 103 - System scoring updated & Release the agents from the system \\ 107 + Scoring updated & Release the players \\ 104 108 \hline 105 109 \end{tabular} 106 110 \label{table:inout}