<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>J. Kupusovic); oleksandr.zaitsev@cirad.fr (O. Zaitsev); bommel@cirad.fr (P. Bommel);
christophe.le_page@cirad.fr (C. L. Page); goca.rakic@gmail.com (G. Rakić)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Gamifying Agent-Based Models in Cormas: Towards the Playable Architecture for Serious Games in Pharo</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jovan Kupusovic</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oleksandr Zaitsev</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pierre Bommel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christophe Le Page</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gordana Rakić</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>UMR SENS, CIRAD, 34000 Montpellier, France - University of Montpellier</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Novi Sad, Faculty of Sciences</institution>
          ,
          <addr-line>Trg Dositeja Obradovića 2, 21000 Novi Sad</addr-line>
          ,
          <country country="RS">Serbia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Agent-based modelling (ABM) and role-playing games (RPGs) are among the main practices used in the companion modelling approach (ComMod). While ABMs provide higher computational capabilities, RPGs are more accessible and more engaging for the local stakeholders. There is a growing interest in combining those two approaches, in fact, games can be seen as ABMs where human players act as agents. However, to the best of our knowledge, there a no ABM platforms that support gaming out-of the box. In this work, we propose to extend Cormas, an agent-based modelling platform to provide "playability" for model entities. This way, any model developed in Cormas can potentially be played as a game, and any game can be run as a simulation. "Playability" is achieved by extending the architecture of Cormas with several layers. Through the implementation of the serious game "Planet C", we established each layer one by one, reaching towards the desired architecture.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;agent-based modelling</kwd>
        <kwd>serious games</kwd>
        <kwd>companion modelling</kwd>
        <kwd>cormas</kwd>
        <kwd>pharo</kwd>
        <kwd>software architecture gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Companion modelling (ComMod) is an inclusive research approach used in various branches of social and
environmental sciences. Centered on participation, this approach encourages researchers to collaborate
with local stakeholders to iteratively co-design a model, explore the simulations, and participate in
collective decision-making. The posture is founded on the free expression of diferent points of view on
the issue at stake. Based on a co-designed conceptual model, ComMod proposes three main techniques
for implementing this model: agent-based simulation, role-playing and forum theater [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. We’ll look at
these in more detail in the following sections. Researchers practicing Agent-based modelling (ABM)
rely on a variety of software tools to help them represent diferent initial situations and experiment
with diferent scenarios.
      </p>
      <p>
        Cormas is a software platform for companion modelling that was developed in late 90s by ComMod
researchers from various institutions (CIRAD, INRAE, CNRS, etc.) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Based on years on field expertise,
Cormas is particularly well suited for companion modelling, allowing live interaction with the model,
live programming, inspection and various representations of an ABM. The platform was originally
developed in VisualWorks Smalltalk and recently migrated to Pharo.
      </p>
      <p>
        Although role-playing games (RPG) are commonly used by companion modelers, there is no specific
tool to support hybrid simulations (which combine ABM and RPG). More and more games that are
developed by the ComMod community require software support and this support is often provided by
external contractors. A good example of hybrid simulation is Planet-C - a game that was developed by
LEAF1, CIRAD, INRAE and ETH Zurich based on the older game called ReHab [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The main contributions of this paper are: (1) we discuss the need to support games in Cormas; (2) we
present the first idea of the possible architecture.</p>
      <p>The rest of this paper is structured as follows. In Section 2, we briefly explain ABM, RPG and ComMod
to provide the reader with the necessary background to understand the rest of the paper. In Section 3,
we explain diferent ways to combine ABM with games. Section 4 presents the RPG called Planet-C, as
a case study in future research. In Section 5, we present our approach and the first prototype extension
of Cormas to support hybrid simulations. Section 6 presents the discussion. Section 7 presents the
related works. Finally, in Section 8, we present our conclusions and future works.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>In this section, we present the two main tools used in Companion Modeling, and the ComMod approach
itself.</p>
      <sec id="sec-2-1">
        <title>2.1. Agent-Based Modelling</title>
        <p>
          Agent-based modeling and simulation (ABMS) is a modern approach to modeling complex systems made
up of interconnected agents. This approach is increasingly used in scientific research, where models
function as a kind of "virtual laboratory" [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Socio-ecosystems exhibit numerous interdependencies
that traditional modeling techniques struggle to capture. ABMS enables more realistic simulations with
assumptions such as asymmetry of information or heterogeneity of agents. In addition, the availability
of microscale data and rapid advances in computing power now allow large-scale individual-based
simulations that were previously infeasible [5].
        </p>
        <p>As they are centered on the individual, ABMS allows the user of a simulation to assume the role of
an agent and, for example, to "think like a wolf, a sheep or a fly" [ 6]. To get users more involved in
the simulations, we suggest combining ABM with RPG. These hybrid simulations allow participants
to become even more immersed in the simulation in progress. They can then assume their own role
and make decisions they would have made in real life. They can also take on another role to put
themselves in another person’s shoes. Whatever the role they adopt, this immersion allows them to
learn by experiencing the consequences of their actions. They can explore diferent scenarios in a safe
and controlled environment.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Serious Games</title>
        <p>The use of games for serious purposes was first proposed in the domain of military strategy. This
involved simulating battlefield-like conditions where players experiment various strategies and safely
explore the likely implications of certain decisions. Following these initial experiments, serious games
were applied to other domains, from healthcare, corporations, business, etc. [7]. In natural resource
management, they have been slowly used since mid-1990s [8].</p>
        <p>Rodel et al. [9] present the diferences in the use of serious games in natural resource management:
• Entertainment and pass-time, used as a hobby for entertainment and challenge,
• Educational games, used as a teaching tool and integrated into learning modules,
• Games for research, integrated into research processes to collect data or validate hypotheses,
• Games for intervention, used to provide opportunities for exchange, information sharing and
critical reflection.</p>
        <p>Thanks to the interactive nature of serious games, they are increasingly used as tools in companion
modeling processes, where local actors are actively involved in model development and testing [10].
The next chapter describes just such an approach.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. The Companion Modelling Approach</title>
        <p>The term ComMod stands for Companion Modeling and refers to a specific approach of participatory
modelling [11]. ComMod is a research approach that integrates modelling and fieldwork through
interactive collaboration between researchers and local stakeholders in order to understand and jointly manage
complex socio-ecological systems. In contrast to traditional modelling, which aims to propose turn-key
solutions, the ComMod approach tends towards the gradual building of a common understanding of
the problem by involving local stakeholders from the very first modelling phase. Models in ComMod
do not serve as an objective representation of reality, but as tools for facilitating communication and
joint research among interested parties. ComMod is also used as a way to encourage collective
decisionmaking through the gradual convergence of diferent actors’ perspectives and the empowerment of local
communities to jointly manage resources [11, 12, 13]. By using models as mediation tools, ComMod
involves creating mutual relationships between participants, trying to reduce power relationships.</p>
        <p>When it comes to social dynamics, scientific neutrality can be considered naive. Indeed, when
conducting fieldwork, ignoring the asymmetrical nature of power runs the risk of exacerbating inequalities.
Those with the most power have the greatest influence on the participatory process, and can steer the
results to their advantage. Given these ethical issues, ComMod advocates a non-neutral approach to
encourage equal voices and collective decisions that satisfy as many people as possible. Beyond the
technical issues of the modeling process,one must take into account these power relationships and how
to restrict powerful actors, while strengthening the capacities of the most vulnerable [14].</p>
        <p>Within ComMod, tools such as ABM and RPG are promoted. The approach is directly involved in
development processes, and theories are tested and re-examined by solving real problems in the field.
The approach deals with practical and theoretical issues concerning the management of renewable
resources and environmental protection, dealing with complex and changing phenomena. In such a
context, it is crucial to recognize the existence of uncertainties and diferent but legitimate perspectives
- including those coming from scientific circles. All these diferent points of view should be included in
an iterative process of understanding, confronting and analyzing. Therefore, it was decided to set up a
solid and verifiable learning system [11]:</p>
        <p>We have chosen to give ourselves a rigorous and refutable doctrine which could be evaluated. It
means that:
1. The fate of all the assumptions backing modeling work is to be discarded after each interaction
with the field, that is to say to be voluntarily and directly subjected to refutation,
2. Having no a priori implicit experimental hypothesis is an objective implying the adoption of
procedures to unveil such implicit hypotheses,
3. The impact in the field has to be taken into consideration as soon as the first steps of the approach,
in terms of research objectives, quality of the approach, quantified monitoring and evaluation
indicators,
4. Particular attention should be given to the process of validation of such a research approach,
knowing that a general theory of model validation does not exist, and that procedures difering
from those used in the case of physical, biological, and mathematical models need to be considered.
(Barreteau et al.,2003, paragraph 2.1)</p>
        <p>In order to realize the practical application of companion modelling, specialized software tools are
needed that enable easy modelling, data visualization and interaction with simulations. Cormas was
developed precisely for this purpose, which we talk about in the next chapter.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Cormas</title>
        <p>
          Cormas (Common-pool resources and multi-agent system) is an ABM platform intended for modeling
and simulating interactions between natural and social dynamics, especially in the context of renewable
resource management (http://cormas.org). This tool allows researchers to better understand the complex
relationships between ecological and social systems, to model the behavior of diferent agents and their
mutual interaction through a shared environment [
          <xref ref-type="bibr" rid="ref2">2, 15</xref>
          ]. Cormas platform has been used in recent years
as an educational and research subject for the development of agent-based simulations in the context of
renewable resource management. A library of models has been developed for beginners who, through
working with simple models, master the use of Cormas and the basics of the Smalltalk language. After
the introductory phase, participants design and implement their own prototypes related to concrete
cases from practice. Most Cormas models are aimed at simulating socio-ecological systems with the aim
of raising the awareness of diferent actors and their consequences for resource management. Therefore,
the Cormas user community is generally recognized as a group focused on participatory, contextual
modeling and learning through interactive simulations [16].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Combining Games with ABMs</title>
      <p>GAM (Games and Agent-based Modelling), proposed by Szczepanska [17], represents a combination
of games and ABM and proves to be a useful tool for researching complex social phenomena. Games
make it easy to gather insights into human behavior and social dynamics, while computer models help
analyzing how complex systems work. Both games and agents can work with diferent types of data.
There are diferent research approaches, using diferent types of games – physical, digital and combined.
Due to its flexibility and application in various disciplines, GAM is attractive to both scientists and
those from the gaming world.</p>
      <p>ABM Simulation is a way of presenting social actors and their dynamics. Instead of trying to describe
everything in equations or words, this approach uses simple agents making decisions and reacting to
the environment, exhibiting phenomena at the community level [18].</p>
      <p>Games have a goal, rules, feedback, and voluntary participation, and are useful because they allow
safe testing of behavior in fictional environments. When games and ABM are combined, we get benefits
from both sides. Games additionally motivate and engage people, while ABM enables the analysis
and simulation of complex phenomena. Therefore, this combination can help in solving real problems,
which include, among others, the management of natural resources, but also in a better understanding
of human behavior. There are diferent ways to integrate games and models – from analogue games
that collect data for models, to software solutions that connect game and agent-based simulations [17].</p>
    </sec>
    <sec id="sec-4">
      <title>4. Planet-C</title>
      <p>
        As an example of ABM and RPG combination, Planet-C is a hybrid simulation game inspired from
ReHab [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], in which players are torn between cooperation and competition with other players. The
focus of the game is on how people learn and interact with a virtual environment, how knowledge
resulting from these experiences is created, how they communicate this knowledge between them,
and how all this together afects more eficient conservation and sustainable use of natural resources.
Solutions are often temporary and cause new problems. One of the biggest problems and challenges
is to harmonize the values and knowledge of actors. Traditional solutions most often fail to solve it
because they forget about the factor of complexity of human perception. Planet-C manages to simulate
these problems and, as a product, provides communication, dialogue, and mutual maturation. Planet-C
shows how communication and understanding of diferent ways of perceiving situations can contribute
to better management of natural resources, while improving people’s living conditions.
      </p>
      <p>Two roles are proposed in the game: Harvesters and Rangers. They act on a virtual map divided in 20
cells (4x5) containing some biomass units. Biomass is a renewable resource: it has a value ranging from
0 to 3, but its dynamics are not explained to the players. The harvesters are grouped into households
who need food to survive (one biomass per harvester). The game contains 20 harvesters, and the players
who play the household role must decide which fields to send their harvesters to. In the same area, the
biomass fields provide habitats for birds who need between 2 or 3 biomass for nesting. The hatching
success of this endangered species depends on the degree of disturbance by harvesters. The second
role in the game is that of Park manager, whose task is to protect the birds. The only action this player
can take is to protect certain fields. The Park manager team usually consists of 2 to 3 players who
decide at each round which fields to protect. In this way, the game brings together two seemingly
antagonistic goals: the naturalist goal of saving an endangered species, and the economic development
goal of making a living for harvesters.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Extending Cormas to Support Gaming</title>
      <p>In Cormas, there are three basic groups of entities – spatial elements, social agents and passive entities
– and each entity can be defined as a separate class. The agents can navigate and perceive their
environment using built-in methods. This approach makes model development flexible, and thus
suitable for simulating complex systems. In addition to the flexibility in defining entities and their
behaviors, Cormas stands out for its unique functionalities that make it suitable for participatory
modelling [15].</p>
      <p>Unlike other modelling tools, Cormas ofers a highly interactive environment suitable for involving
multiple users in a simulation. It has three important functions: it enables viewing the simulation from
multiple viewpoints, it allows a user to directly control entities during the simulation, and it provides
the ability to go back to earlier stages of the simulation in order to check the agents’ behaviors and
experiment with new parameters’ values [19].</p>
      <p>The idea is to create a generic software solution that supports the design, execution and analysis
of serious games through the adaptation of the Cormas platform. Each game can be viewed as an
agent-based simulation in which some virtual agents are endorsed by real players. This means that the
creation and facilitation of serious games can be supported through an ABM platform such as Cormas.
Here, the idea is to develop an extension for Cormas that contains special classes to support games
and also develop direct interaction with agents and the environment via a smartphone. Any serious
game can then be conceptualized as an ABM, where the players themselves act as active agents. Since
games can be seen as simulations, the first idea is based on extending the Simulation class of Cormas
with the Game class, redefining the step method and enabling interaction through an external interface
(smartphone). This would allow future modellers to reuse existing functionalities implemented in the
Game class. It would also allow Cormas to be extended without modifying its architecture.</p>
      <p>The architecture proposed (Figure 1) for integrating serious games with Cormas would have three
logical layers: a user interface layer (UI) that, as a shell around the two other components, presents
the game to users and collects data, a structure layer that stores the data, and a background layer that
contains the logic of the game.</p>
      <p>The user interface layer, as proposed in Figure 1 with the name UI, serves for the mutual interaction
between the player and the simulation, but also to present the game itself to the player. The
CMGameHttpServer class handles incoming HTTP requests and displays web (HTML) pages. During request
processing, they collect data and pass it on to other classes.</p>
      <p>At the middle level, the structure that collects and represents the data sent by a user through the user
interface is CMClickEvent when the user interacts with a field in the game. Its purpose is to transfer all
necessary data from the user to the game. The data contains information about the row and column of
the clicked cell, the role of the player, and the IP address of the current player, as proposed in Figure 1.
The class transfers all the information collected from the Web interface to the server logic, so that the
system can react to every ofered action.</p>
      <p>The background logic layer consists of the CMGame class, which represents the central logic of
the game. Manages game flow, player data, tracks rounds, and handles incoming ClickEvents, i.e.
information received from the middle layer. First, the events are processed, and only then are they used
according to the rules of the game. The helper class is CMState, which stores or encapsulates the state
of the game, including the current round, active players, and the timer for the current active round. As
proposed in Figure 1, CMGame is supposed to be connected to the Planet C game package, or any other
serious game.</p>
      <p>The described architecture is intended to fully support Planet-C as well as further extensions of
Cormas for other games. The current prototype implements the basic functionalities of data collection
and transfer, while the integration with the Cormas simulation of the Planet-C game model is in
progress.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>During the implementation of the hybrid game "Planet C", we had the opportunity to notice the
shortcomings of the current version of Cormas. Practical work on the model identified several key
technical challenges, as well as realistic potential solutions.</p>
      <p>One of the improvements concerns the way agents make decisions within a simulation. In order to
enable more flexible and extensible behavior of the agents, we came to the conclusion that it is necessary
to introduce the Strategy design template. This pattern enables diferent behavioral strategies to be
encapsulated as separate classes that can be dynamically assigned to agents. In this way, it is possible
to define several diferent types of agents that behave according to specific rules, without having to
change the basic agent class. This would represent a step towards more flexible and realistic models
based on real-life tactics derived from interviews with interviewees.</p>
      <p>In addition, we have developed a special Delay class (PlanetCDelay) that functions as a timer in
the simulation. In Planet C, the timer plays a key role because it is important to control the delays of
certain events, which contributes to a more realistic behavior of the simulation. Since Cormas does
not currently contain a Delay base class, a logical step in the next phase of development would be to
reintegrate Delay as a concrete time controller.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Related Work</title>
      <p>
        The simulation game ReHab was developed as an educational tool for a better understanding of collective
decision-making in the management of natural resources [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Participants take specific roles, and special
attention is paid to the impact of communication on management outcomes. In a more flexible game
scenario, with permitted communication, new rules and roles can be proposed, which encourages
creative forms of collective behavior. The paper shows that communication improves performance
in terms of overall harvest and resource conservation. By questioning, participants passively learn
about rights and the enforcement of agreements, making the game a valuable example of participatory
modelling. Such approaches illuminate the potential of serious games to support collective learning
and decision-making, which directly inspires our work on developing a gamified architecture within
Cormas, which integrates serious game mechanics into agent-based models.
      </p>
    </sec>
    <sec id="sec-8">
      <title>8. Conclusion</title>
      <p>Companion modelling represents an innovative and participatory approach for understanding and
solving complex socio-ecological problems. Based on active cooperation between researchers and
local stakeholders, and through the combination of agent-based models and serious games, ComMod
enables not only the simulation of real scenarios, but also learning through experience, joint
decisionmaking, and strengthening of collective awareness of the management of common resources. The role
of software tools, such as Cormas, in this process is crucial. Cormas enables direct interaction with
models, their modification in real time, as well as visualization of complex interactions between agents.
However, its support for implementing hybrid games is still underdeveloped, despite the increasing
interest of the ComMod community in this kind of interaction with models.</p>
      <p>By implementing the Planet C model, we showed that the existing architecture of Cormas can be
extended with certain principles of software practice. Proposals such as the Game class for game support
and concrete elements such as Delay for time management within simulations have been introduced.
The need to apply the Strategy design template, which enables flexible definition of diferent types of
agents and their behaviors, was proposed. The results of this work represent the foundation for further
research and development of agent-based games in Cormas. In the future, the development of a user
interface that allows players to directly interact with their agents via a smartphone could significantly
contribute to the usability of the system and its application in real sessions.</p>
      <p>In situations of conflict over natural resources, where discussions between local stakeholders are
often dificult, it is crucial to pursue the development of hybrid simulations, supported, of course,
by ethical approaches to animation. Cormas can play this role as an integrating tool combining
computer simulation and serious games. Our proposals would provide greater flexibility in the design
of participative simulations. This tool could then be used in the field of education, communication
facilitation and collective decision-making.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgments</title>
      <p>We would like to thank the Erasmus+ KA1 project for sponsoring the internship of Jovan Kupusović at
UMR SENS, CIRAD.</p>
    </sec>
    <sec id="sec-10">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.
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