=Paper= {{Paper |id=Vol-1099/paper9 |storemode=property |title=An Overview of the AMUSE Social Gaming Platform |pdfUrl=https://ceur-ws.org/Vol-1099/paper9.pdf |volume=Vol-1099 |dblpUrl=https://dblp.org/rec/conf/aiia/BergentiCG13a }} ==An Overview of the AMUSE Social Gaming Platform== https://ceur-ws.org/Vol-1099/paper9.pdf
                              An Overview of the AMUSE
                                Social Gaming Platform

                          Federico Bergenti                                  Giovanni Caire and Danilo Gotta
            Dipartimento di Matematica e Informatica                               Telecom Italia S.p.A.
                 Università degli Studi di Parma                       Via Reiss Romoli 274, 10148 Torino, Italy
        Parco Area delle Scienze 53/A, 43124 Parma, Italy           Email: {giovanni.caire, danilo.gotta}@telecomitalia.it
                Email: federico.bergenti@unipr.it

     Abstract—This paper presents an overview of the novel          also be smoothly scaled up to huge services. We use WADE
platform AMUSE (Agent-based Multi-User Social Environment),         every day in our laboratories, and it is worth noting that the
an agent-based social gaming platform that leverages the power      same software has been in daily use over the last 5 years [23]
of industrial-strength agent technologies. The core need that       for large-scale network and service management in Telecom
motivated the initial work on AMUSE was to provide game             Italia for more than 8.95 million broadband connections for
developers with a solid tool targeting common horizontal issues
in social gaming, like user management and game state manage-
                                                                    retail and business customers over a network of 114 million
ment, for games with synchronous and asynchronous interactions.     km of copper lines and 5.7 million km of optical fibers [22].
AMUSE fulfills such a need by means of industrial-strength          This is the reason why we say that the choice of implementing
agent technology. Actually, AMUSE is not only a development         AMUSE on top of WADE ensure low-budget game develop-
framework that can be effectively used to implement prototypes      ment, giving the possibility to deploy the platform, and then
and small-scale games with just a few concurrent players. Rather,   smoothly scale up the service to a large number of users and
it is thought as a PaaS (Platform as a Service) tool that enables   to hosted deployment, if needed.
service provides, like game portals and community portals, to
relief game factories from the burden of implementing horizontal        WADE is essentially the main evolution of JADE (Java
functionality that are common to a large set of games. This         Agent and DEvelopment framework) [4], [5], [7], [8], [16],
paper is a first presentation of the work on AMUSE and it           the open-source framework that facilitates the development
starts framing AMUSE into the scope of social gaming. Then,
                                                                    of interoperable multi-agent systems. JADE has been used
the paper describes the architecture of the multi-agent system
that represents the core of AMUSE and it relates the presented      in many research and industrial systems at an international
agent types with the functionality that AMUSE provides. Finally,    scale since its initial development back in 1998 and today it
the paper outlines some directions of future development.           is a reference for industrial-strength agent technology. WADE
                                                                    mainly adds to JADE the support for the execution of tasks
                                                                    defined according to the workflow metaphor, and it also
                     I.    I NTRODUCTION                            provides a number of mechanisms that help managing the
    This paper describes a recent work in the important indus-      inherent complexity of a (distributed) multi-agent system both
trial sector of online social games: an agent-based innovative      in terms of administration and fault tolerance.
platform that leverages the power of industrial-strength agent
technologies to provide game developers with horizontal fea-            While we measure a decline in investments in social
tures that are common to most, if not all, online social games.     gaming [1], social gaming, and mobile gaming in particular,
Such a platform, namely AMUSE (Agent-based Multi-User               is still on the rise from a game count perspective, with the
Social Environment), gives developers a set of functionality        industry seeing a 105% [18] increase in the number of mobile
that free them from the burden of implementing, and possibly        and social games on the market since 2000. Moreover, the
reimplementing over and over again, common features like            industry experienced its biggest boom just last year, in 2012,
user management and game state management. The approach             when total games reached from 90 million to more than
that AMUSE fosters lets developers concentrating their effort       211 million total [21]. This is sufficient to justify a research
on game-specific features, it ensures solidity, and it ultimately   investment in this industrial sector as it is one of the driving
reduces time-to-market and increases product quality.               forces of IT today.

    AMUSE is designed to meet the requirements of large-                This paper is not only intended to provide an overview
scale service providers and it is intended for a PaaS (Platform     of AMUSE, rather it is also meant to frame the work on
as a Service) usage in large-scale scenarios. This, combined        AMUSE in the broad scope of social gaming in order to
with the expected scalability of underlying agent technology,       motivate, identify and justify the core design decisions. In the
makes AMUSE an ideal tool for experimental prototypes               following section we frame AMUSE into the broad research on
intended can scale up to large-scale services. In fact, AMUSE       social gaming by giving essential definitions and terminology.
is developed on top of WADE (Workflows and Agents Develop-          Then, in Section III we outline the coarse-grained architecture
ment Environment) [3], [24], the popular open-source platform       of AMUSE and we detail the roles of single agents and
for agent-based BPM (Business Process Management). One              their responsibilities. Finally, we conclude the paper with a
of the key characteristics of WADE is that it can be easily         brief summary of the work and with some insight on future
deployed on commodity computers and networks, and it can            developments of AMUSE.
              II.   W HAT IS S OCIAL G AMING ?                          Finally, to better understand the landscape of social gam-
                                                                    ing, we should remember that gameplay is the specific way
    The industry of video games, and online video games in
                                                                    in which players interact with a game and, in particular,
particular, plays a significant role in our society that has been
                                                                    with a video game. We can adopt one of the many available
recently boosted by the pervasive diffusion of games for mobile
                                                                    definitions of gameplay as follows:
appliances. Actually, the peculiar combination of novel game
dynamics with the functionality of modern mobile appliances,               Gameplay is the formalized interaction that occurs
like undisrupted connectivity, advanced graphics and sound                 when players follow the rules of a game and expe-
capabilities, and on-board sensors, ensures a prolific and long            rience its system though play. [20]
lasting synergy between the industries of mobile appliances
and video games.                                                       Once we are happy with the fact that the play activity and
                                                                    games are social in nature, we need to discuss how so called
A. Basic Terminology                                                social online games, or social games for short, differentiates
                                                                    from other forms of games. This discussion has lead us to
    Scientists and philosophers from diverse background have        identifying salient characteristics of social games that any
been discussing the notion of play and game for a long              social gaming platform like AMUSE is demanded to provide.
time, and they have already established agreed results and
terminology.
                                                                    B. A Characterization of Social Gaming
    One of the most cited attempts to characterize the play
                                                                        A primitive approach is to take the platform perspective
activity dates back to mid-50’s to Huizinga’s Play Theory.
                                                                    and mark as social any game that use a social network
In his seminal book, best known as Homo Ludens, Huizinga
                                                                    platform. These are the so called social network games and the
characterizes the play activity as:
                                                                    pervasiveness of online social networks in our society makes
     . . . a free activity standing quite consciously outside       them one of the most important examples of social games.
     “ordinary” life as being “not serious” but at the same         Any game delivered via, e.g., Facebook, is a social network
     time absorbing the player intensely and utterly. It            game but unfortunately this is by far not enough to allow us to
     is an activity connected with no material interest,            descend any salient characteristic of a social gaming platform.
     and no profit can be gained by it. It proceeds                      A less primitive approach leads to a notable body of
     within its own proper boundaries of time and space             literature that identifies many dimensions of social gaming.
     according to fixed rules and in an orderly manner. It          Here we restrict to a threefold characterization that relates
     promotes the formation of social groupings that tend           to the timing of social interactions and to the type of social
     to surround themselves with secrecy and to stress              relationship [19]. Together, these characteristics encapsulate
     the difference from the common world by disguise               the social interactions of most online games, including the two
     or other means. [14]                                           extremes of the range, namely, MMOs (Massive Multi-player
    Even if this characterization of the play activity has un-      Online games), that group hardcore players in large and long-
dergone very reasonable critiques over the years, it is worth       lasting games, and casual games, targeted at and used by a
noting that the act of playing is always associated with a social   mass audience of casual players for short burst. A real-world
nature, and we can broadly say that the play activity is social     social gaming platform should be able to provide support for
per se.                                                             the whole, or at least for a large part, of this spectrum, and
                                                                    the scalable design of AMUSE ensures this.
    Unfortunately a characterization of the play activity is
not enough because we generally differentiate games from               In summary, the three characteristics of social gaming that
play. The Huizinga’s characterization includes rules in the         we consider here, and that we detail below, are [19]:
play activity, but such rules are always flexible and subject
                                                                       •      Synchronous vs. asynchronous player interaction. Do
to change, with no real need for rules to be agreed or adopted
                                                                              interactions occur simultaneously in real time or at
beforehand. On the contrary, games are based on rules that are,
                                                                              different times as in a turn-based game?
often implicitly, adopted and that are not subject to frequent
or unjustified change. Rules structure games, and make them            •      Symmetrical vs. asymmetrical relationship formation.
repeatable.                                                                   Does forming a relationship require input from both
                                                                              parties or can they be formed unilaterally by a single
    One of the most cited definitions of game, which has been
                                                                              party?
recently developed in the scope of video games by Juul, defines
a game as a:                                                           •      Strong tie vs. loose tie relationship evolution. Do
                                                                              relationships tend to become deep and long lasting
     . . . rule-based formal system with a variable and                       or are they more likely to be light and transitory?
     quantifiable outcome, where different outcomes are
     assigned different values, the player exerts effort               The remaining of this section is devoted to analyzing
     in order to influence the outcome, the player feels            such characteristics and providing example of how they are
     attached to the outcome, and the consequences of               concretely adopted in social games.
     the activity are optional and negotiable. [17]
                                                                    Synchronous vs. Asynchronous Interaction. The superficial
    Games inherit much from the play activity and all games         understanding is that MMO games feature synchronous, real-
are social in some sense, if nothing else, because players often    time play while casual social games are asynchronous with in-
retell their experiences.                                           teraction occurring at disconnected times. However, all MMOs
also feature important asynchronous features like in-game            gaming is the formation of social connections in Facebook
messages, and some Facebook game employs synchronous                 versus Twitter. Facebook social relationships are symmetric:
features such as a chat. Rather than an absolute position,           a member of the community asks to be a friend of another
current social games tend to offer a mix of synchronous and          member and the latter must agree in turn for the relationship to
asynchronous interactions. Some games may highlight one or           exist. This approach as the advantage of making the acknowl-
the other, but there are many that use both to establish a richer    edgment mutual between parties and thus allowing for deeper
layer of engagement and retention.                                   sharing. On the contrary, the interaction is often limited to
                                                                     confirmed friends and friend relationships require (sometimes
    The idea of synchronous gameplay is intuitively easy:
                                                                     complex) management tools.
players interact in real time rather than taking turns. Examples
of synchronous social interactions include text chat, voice             Examples of symmetric social interactions in online gam-
chat, video chat, and game elements like battles. Synchronous        ing include friending, gifting, trading, and private chatting on
interactions can scale from two players to large groups.             an individual scale, and parties, alliances, and manual multi-
   The term asynchronous game might at first remind images           player matchmaking on a group scale.
of something slower and less intriguing, but asynchronous                Twitter social relationships are asymmetric: a member of
games can be just as engaging as synchronous ones, e.g., think       the community can follow anyone, without their reciprocation.
of playing chess with a remote friend. Asynchronous social           This approach enables a widespread broadcasting and facil-
games come in different basic flavors, with some of the more         itates rapid dissemination of information. On the contrary, it
common being:                                                        requires less investment in social relationship and can be more
   •    Turn-based shared games. They work well socially             prone to unsolicited interactions because communication filters
        because each move is a mini game and there is                are necessarily less sophisticated.
        social pressure to come back and complete the next               Examples of asymmetric social interactions include fol-
        turn. Moreover, bite-sized gameplay is easy to fit into      lowing, broadcasting, tweeting, and blogging on an individual
        schedules and players can play multiple games at once.       scale, and public quests, factions, and random matchmaking
   •    Turn-based challenge games. Essentially, one of such         on a group scale.
        games quickly becomes a set of two separate matches.
                                                                         Although Facebook games are less known for such sym-
        Player 1 challenges and then player 2 responds; aggre-
                                                                     metric relationships, they do exist in many games. The neigh-
        gate score determines the winner. They work socially
                                                                     bor approach prevalent in many games is a symmetrical social
        because of the social pressure to return challenge
                                                                     relationship. Even players who are in the same game and that
        and there is less waiting than shared turn-based since
                                                                     are already Facebook friends still need to become neighbors.
        each player can complete his/her entire game indepen-
        dently.                                                          Facebook games also feature numerous asymmetric social
   •    Score-based challenge games. These are the traditional       interactions. Instead of the neighbor approach, many games
        beat my high score format. These games work socially         simply add a player’s Facebook social graph directly to his/her
        because of the social pressure to return challenge           game without requiring the permission of friends. These types
        and there is less waiting than turn-based options            of relationships are shallower than the ones originating from
        since players can try for their high scores anytime.         the neighbor approach but, because they are so broad, they
        Obviously, these types of games can be less interactive      lower the barriers to interaction and they create a high-density
        than other types.                                            of ties among players.

   •    Open-world asynchronous games. In many ways, this                Asymmetric relationships also exist in MMOs. A great
        is the most common Facebook game model. It works             example of this is the public quest. For example, if a public
        socially because the model supports a variety of game        enemy is attacking the area, anyone who comes within a
        modes, including single-player and multi-player. It          certain range is automatically considered to be participating in
        can variably approximate MMO experience without              the public quest to capture him/her. Players can quickly and
        incurring into the technical issues of real-time play.       easily get a taste of group play and then go their own ways
        Moreover, it still offers convenience of more casual         afterwards. The low social barrier allows for more frequent
        games, i.e., players can play at different times and for     cooperation.
        short bursts.                                                Strong Tie vs. Loose Tie. The former symmetry characteristic
    Having said this, it is worth noting that chats are a powerful   describes how relationships form but it does not necessarily
synchronous tool for player engagement and retention in              dictate how they evolve. Ultimately, the relationship depends
both casual games and MMOs that deserves special attention,          on what happens after the relationship itself has just been
especially from the platform point of view. The chat, as a part      established. This characteristic is a simple measures of the
of the game experience, always has a similar effect: boosting        evolution of a social relationship with a focus on the depth of
player engagement and facilitating long-term retention. When         interaction.
there is a real, vibrant support community present, players
                                                                         Examples of strong-tie gaming relationships range from
come back to a game more often and are less likely in search
                                                                     the smallest scale, i.e., two players co-operatively play, to the
for other games.
                                                                     group scale. Examples of loose-tie relationships also range
Symmetrical vs. Asymmetrical Relationship. Perhaps the               from the smallest scale, e.g., game neighbors, to the group
clearer example for understanding this characteristic of social      scale.
               III.   T HE AMUSE P LATFORM                              Back-end and front-end agents implement the social gam-
                                                                    ing features of the platform depending on the centralization
    AMUSE (Agent-based Multi-User Social Environment) is
                                                                    required by each and every single feature. For example,
an open-source development platform that can be downloaded
                                                                    involving players in a mobile game does not always require a
from JADE Web site [16] and that is intended to tackle specific
                                                                    centralized authority: the agent on the user’s mobile device
issues of social games, as discussed previously in this paper.
                                                                    contacts the respective agents of other users by means the
The platform can be easily deployed in an in house setting,
                                                                    users’ profile stored locally in the device. AMUSE provides
but it is designed to give service providers a tool to implement
                                                                    such a feature by assigning specific responsibilities to front-
a PaaS with specific features of social games.
                                                                    end agents. On the contrary, the management of a table in a
                                                                    room to let players engage in synchronous card game implies
A. The Architecture of AMUSE
                                                                    some centralized management of tables and rooms, as AMUSE
    The characterization of social games sketched in Section II     actually provides.
does not provide any means to concretely implement the
                                                                       In summary, the design of AMUSE comprises the follow-
desired features in a platform. In other words, we can classify
                                                                    ing types of back-end agents that cooperatively deliver the
a part of a game as employing symmetrical or asymmetrical
                                                                    functionality of the platform together with front-end agents:
relationships, but we have no best-practice tool to offer to
developers to implement either symmetrical of asymmetrical             •    UMA (User Manager Agent). A socially inclined
relationships. Gameplay design patterns [10] are a pattern                  evolution of user manager agents of many other agent-
language that summarizes best practices in video game de-                   based systems that manages the profile of single users
velopment and they are good reference for a list of features                and his/her relationships with other users. It relies
that a social gaming platform should provide.                               on the underlying social network infrastructure for
    Not all the over 700 gameplay design patterns identified in             the concrete storage and discovery of profiles and
the literature and collected by the Gameplay Design Pattern                 relationships.
Project [12] are interesting from the point of view of AMUSE.          •    GRA (Games Room Agent). It is an agent in charge
Some pattern is not related to the social aspect of games, while            of managing the shared game space in games with
others are intended to provide specific features to games and               synchronous interaction. It can be effectively used to
they do not identify platform-level abstractions. We restrict               deliver asynchronous interaction if a back-end support
here only to the best known gameplay design pattern that can                is needed.
contribute to the identification of the features that a social
gaming platform like AMUSE should provide.                             •    AMA (Application Manager Agent). Taking the PaaS
                                                                            perspective, it is the agent in charge of managing the
    Before going into the details of the gameplay design pattern            provided games and their lifecycle.
that AMUSE adopted, we need to clarify some underlying
design decisions. First, we always assume the availability of          •    MTA (Match Tracer Agent). It serves the needs of
a lower-level infrastructure for managing social relationships              games that require a persistent game state and that
between users. This can be either a third-party infrastructure,             needs restart options.
like Facebook, providing a rich user profile and counting a
large number of relationships between users; or it can be              Finally, AMUSE provides a generic MMA (Match Manager
a private infrastructure accessible only from within AMUSE          Agent) in charge of interfacing the client application with back-
games, and normally providing a restricted user profile and         end agents and to deliver the features that do not require a
a restricted set of relationships. AMUSE provides a generic         back-end support. For the current design, it is the only front-
interface that hides to the developers whether the infrastructure   end agent that AMUSE provides.
is third-party or private, thus ensuring scalability and allowing
for the right infrastructure to be adopted for each game.           B. Adopted Gameplay Design Patterns
    Another early decision that was taken is that AMUSE                 After this brief sketch of the architecture of the multi-
should provide a very flexible and highly scalable environment      agent system that implements AMUSE functionality, we can
capable of scaling up with the success of a game. This enables      briefly enumerate the gameplay design pattern that AMUSE
early prototypes and low-cost experiments that can scale up to      uses internally, and that implement the features for game
huge phenomena. WADE (Workflows and Agents Development              developers. Not all the following gameplay design pattern are
Environment) [3], [24], the open-source platform for agent-         currently implemented in AMUSE, but they are all important
based BPM (Business Process Management), is the ideal tool          to grasp where AMUSE intends to go in the long term.
for ensuring such a high level of scalability and flexibility           Some of the gameplay design patterns adopted in the design
because one of its key characteristics is that it can be easily     of AMUSE deal with the state of the game and with its
deployed on commodity computers and networks, and it can            evolution over time. These are implemented by the GRA, and
also be smoothly scaled up to huge services like nationwide         the GRA itself provides an abstract view of the game state:
network and service management [22].
                                                                       •    Private game spaces. The game has parts of the game
    Having said this, we simply decided to follow the best
                                                                            world that only a single player can manipulate directly.
practices of WADE development and identified a set of back-
end agents running on the server-side platform that commu-             •    Massively single-player online games. These are
nicate with front-end agents in charge of managing the actual               games that make use of other players’ games instances
interaction with the user.                                                  to provide input to the game state.
   Together with the MTA, the GRA also implement the                     The available MMA is also in charge of providing a text
persistent game world design pattern, intended to make the           channel that players can use for social interactions parallel to
game state independent from individual players’ game and             the actual play activity.
play session. The game state is available continuously and in
                                                                          The current GRA prototype provides a game state repre-
continuous evolution.
                                                                     sentation that has proven valid for a wide range of games and
   Other gameplay design patterns that the GRA implements            it is based on the abstractions of rooms and tables, that players
regard the management of how time is correlated with the             share and that provide the principal means of interaction during
evolution of the game, as follows:                                   the game.
   •    Tick-based games. The game progresses according to               Taking the PaaS perspective, AMUSE now provides a
        real-time, but in discrete steps.                            prototype AMA that manages the interaction with the under-
                                                                     lying WADE platform and that enables developers to choose
   •    Events timed to real world. Gameplay events are              between decentralized (or client-only) and server-based types
        initiated by specific real-time events occurring.            of deployment. For the case of server-based deployment, the
                                                                     AMA already provides the features needed to leverage the
     The UMA implements with no specific cooperation with            flexible deployment schemes of WADE, which ensures that
other agents the extra-game events broadcasting, that allows         the server would not become a system bottleneck.
game events to be broadcast in a medium where others can per-
ceive them. This pattern is implemented by the UMA because               Moreover, the available AMA provides all needed adminis-
it is the only agent that can interact with the underlying online    tration services to quickly set up a private gaming infrastruc-
social network infrastructure and its notification services.         ture that, thanks to WADE, can scale up far over the initial
                                                                     deployment.
    Moreover, the UMA together with the GRA implement the
following design patterns:                                              Finally, AMUSE includes a prototype MTA that is in charge
                                                                     of using WADE persistency support to implement persistent
   •    Drop-in/Drop-out. Players entering and leaving ongo-         and restartable game state.
        ing game sessions are welcome.
                                                                         Front-end agents are now restricted to Android agents or
   •    Public player statistics. The platform provides a            desktop agents because, at the moment, no porting of JADE
        means to publicize the player statistics inside and          is available for other platforms. All in all, the flexible and
        outside the game to users. The underlying online             somehow standardized agent communication protocol makes
        social network infrastructure is used to access the          the interface between back-end and front-end agents fully
        users’ relationships and to publicize the statistics.        device agnostic, and we see no problems is accommodating
   •    Visits. Under the application of UMA policies, the           new and unexpected user devices in the architecture.
        GRA can provide temporary access to other players’               It is worth noting that current AMUSE prototype already
        private game spaces.                                         includes Web games because we assume that such games can
                                                                     be structured into a lightweight client module connected to a
   •    Invites. Under the application of UMA policies, and
                                                                     heavyweight server module. We can already have server-side
        taking into account the logics of the underlying social
                                                                     agents, running inside JADE/WADE containers, that commu-
        network infrastructure, the GRA allows inviting new
                                                                     nicate with the lightweight-client user interface via one of the
        players to a game as game actions.
                                                                     available Web communication protocols, e.g., WebSockets.
   Finally, only the non-player help design pattern request the
cooperation of the UMA, the GRA and the MMA to ensure that                                IV.   C ONCLUSIONS
players can receive help in the games by actions from those              This paper presents the basic ideas that guided the develop-
not playing.                                                         ment of AMUSE, a novel agent-based social gaming platform.
                                                                     The initial motivation for this work is that we felt the urge
C. The Implementation of AMUSE So Far                                for a sharable tool capable of providing horizontal features
    The current implementation of AMUSE does not yet pro-            of social gaming and we thought that agent technology, and
vides all features described in the previous section, even if a      WADE in particular, would have been ideal for this. Agent
clear plan is drawn to achieve full functionality briefly.           technology has already been applied to foster collaboration
                                                                     (see, e.g., [9]) and, more recently, it was used to address
    At the time of writing AMUSE provides a UMA with                 large-scale social networks (see, e.g., [6]), thus providing a
restricted functionality that manages a private online social net-   solid base for the coordination of large communities. The
work infrastructure. It is also able to manage various possible      initial vague idea that stimulated this work eventually turned
game involvement schemes and it is the final responsible for         into a complex architecture that encompasses back-end agents
stored user profiles, which also include public game statistics.     and front-end agents cooperatively providing social gaming
                                                                     features to developers.
    Prototype GRA and MMA are provided to implement
games with synchronous or asynchronous interactions. For the             AMUSE leverages the power of WADE to provide game
moment, the type of interaction that characterize the game is        developers and social gaming service providers with a scalable
statically assigned and a game cannot have diverse parts with        architecture with applicability ranging from initial prototypes
diverse types of interactions, nor it can dynamically change         to large-scale deployment. We think that this is a very impor-
the type of interaction.                                             tant feature of AMUSE because it restricts the time-to-market
and it extends the range of possible AMUSE developers to the       tation on concrete examples provided significant feedback on
open-source community, which is provided with fully open-          core platform-level decisions. In addition, early experimenta-
source tools.                                                      tion allowed us to identify interesting best practices in the
                                                                   utilization of AMUSE that were not initially envisaged.
    At present AMUSE uses WADE only for its proven features
of flexibility and scalability in deployment. It does not really       AMUSE is open-source and it can be downloaded from
take advantage of the other major feature of WADE, namely          JADE Web site [16].
its workflow-based development approach. This ensures that
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of them will be released open-source together with AMUSE.                 2001.
Such games have been chosen to put in practical usage most          [9]   F. Bergenti, A. Poggi, M. Somacher. A collaborative platform for fixed
of the functionality that AMUSE provides and to testbed the               and mobile networks. Communications of the ACM, 45(11):39–44,
                                                                          2002.
usability of AMUSE to implement fully fledged mobile games.
                                                                   [10]   S. Björk, S. Lundgren, J. Holopainen. Game Design Patterns. Procs.
    The first game that we developed, codename Numblers,                  Digital Games Research Conference, 2003.
is a number board game with asynchronous interactions that         [11]   G. Caire, E. Quarantotto, M. Porta, G. Sacchi. WOLF - An Eclipse
closely follows the lessons learned from largely appreciated              Plug-in for WADE Procs. IEEE Int’l Workshops Enabling Technologies:
                                                                          Infrastructures for Collaborative Enterprises, 2008.
games like Ruzzle. The dynamics of game engagement and
                                                                   [12]   Gameplay Design Pattern Project Web site. http://gdp2.tii.se
gameplay does not need the support of back-end servers, and
this game can be ideally deployed with no server support.          [13]   T. Grant. The Art of Videogames. Wiley-Blackwell, 2009.
                                                                   [14]   J. Huizinga. Homo Ludens: A Study of the Play Element in Culture.
    The second game, codename TwentyOne, is a variant of                  Beacon Press, 1955.
Numblers based a different game challenge, and it was chosen       [15]   GWT (Google Web Toolkit) Web site. http://www.gwtproject.org
to try different ways for delivering similar functionality.        [16]   JADE (Java Agent DEvelopment framework) Web site. http://jade.tilab.
                                                                          com
    The third game developed so far, codename BattleSpheres,
                                                                   [17]   J. Juul. Half-Real: Video Games between Real Rules and Fictional
is a synchronous, real-time game that has been developed                  Worlds. The MIT Press, 2005.
with the help of AndEngine [2]. In BattleSpheres, player A         [18]   S. Mlot. Infographic: How Do You Get Your Mobile Gaming Fix?
challenges player B by throwing virtual balls towards him/her             Available at http://www.pcmag.com
and B is expected to block such balls before they reach the        [19]   M. Ricchetti. What Makes Social Games Social? Available at http:
bottom of his/her screen. This game uses the experimental real-           //www.gamasutra.com
time features of AMUSE.                                            [20]   K. Salen, E. Zimmerman. Rules of Play: Game Design Fundamentals.
                                                                          The MIT Press, 2004.
    Finally, the fourth game is Wadeoku, a synchronous vari-
                                                                   [21]   E. Swallow. What Makes a Good Social Game? Available at http:
ant of Sudoku puzzles intended to have a group of players                 //www.forbes.com
synchronously sharing a Sudoku board and gaining points for        [22]   Telecom Italia S.p.A. Relazione Finanziaria Annuale 2012. Available
every good assignment of a number to an empty cell. This                  at http://www.telecomitalia.com
game does need a significant support from back-end agents          [23]   L. Trione, D. Long, D. Gotta, G. Sacchi. Wizard, WeMash, WADE:
and it is close to the real use of AMUSE that we foresee in               Unleash the power of collective intelligence. Procs. Int’l Conf. Au-
the near future.                                                          tonomous Agents and Multiagent Systems, 2009.
                                                                   [24]   WADE (Workflows and Agents Development Environment) Web site.
   The development experience gathered with such four                     http://jade.tilab.com/wade
games can be considered positive and the early experimen-