An Object Model for a Behavioural Planning in a Dynamic Multi-Agent System Alex Whittaker and Tiziano Riolfo A object oriented design template is described for the behavioural control of a multi-agent system. The template presented is being developed at Psygnosis Camden studio for the game Buddies (working title). Broadly speaking, the game presents the player with a team of up to six agents one of which is under their control, the remainder being autonomous but responsive to commands. This team is pitted against up to seven other teams, which may be controlled by the computer or by other players across a network. The game world exists as a three dimensional terrain about which the agents can move freely. The agents are anthropomorphic and their actions are limited to movement in two dimensions, jumping, carrying crates, firing weapons and driving vehicles. As well as static obstacles within the terrain there are three other features of note: Crates: These enter the world in designated zones at a constant rate, they represent the resource with which agents are able to build toys. Stacking Pads: By delivering crates to the stacking pads, agents are able to build larger crates which when hatched reveal toys whose value is broadly proportional to the number of crates put into the pad. Toys: Revealed from the crates, toys can be weapons, vehicles and new team members. Agents need to stack more crates in order to get more powerful toys, which will increase their ability to win the game. There are also neutral agents within the game world e.g. animals and civilians, with which the player may interact. These must also be controlled with some degree of intelligence, bringing the maximum number of agents in the game world to approximately sixty. The vehicles in the game world mean that the agents must be able to use different control systems depending on the vehicle type. Certain toys can give the agents special abilities that should change the behaviour, furthermore because there are several different types of buddies agents will appear with different abilities, strengths and weaknesses. The player must be able to control the agents in their team, however they will expect them to behave intelligently without orders. Because the control interface must be kept quite simple, agents must be able to interpret player instructions according to their condition and that of their team. Platform A major constraint on the game design is the target hardware platform - a Sony Playstation. Whilst this represents a powerful tool for the manipulation of graphical images, it is not an ideal platform on which to tackle the large search spaces of classical AI. The machine has 2Mb of main memory, of which we might expect to be allocated 500Kb for data, manipulated by a 33Mhz processor. If the system were to be compared to a PC, the equivalent computing power would be a 486-generation processor with a high-end graphics card and no floating-point operations. Architecture We have implemented a behavioural model using an augmented transition network (ATN) at the highest level, a partial planner to execute some operations such as route planing, and a model for representation of a database of completed and partial plans. The model can be extended to allow a completely implemented partial planner for all actions, however we have so far avoided this because of the restrictions of search. The ATN is driven by percepts from the agents embodied in the game world. Percepts are either member variables (The registers of the ATN) or calculations taken from the game world from the agent's perspective e.g. Agents health, distance from agent to nearest crate etc. The ATN, the partial plan database and the percept database are described in data files and generated in an editor that allows the agent behaviour to be described by a designer rather than the programmer. Performance The system development is ongoing and the scheduled for completion to beta level on the Playstation platform by summer 1999. We have implemented the ATN on a PC platform and can demonstrate favourable performances in terms of agent intelligence and reaction speed. The general nature of the solution makes it applicable to a wide range of problems where there are a large number of agents operating under a constrained platform performance. Presentation We propose to present the object model, the behavioural editor and live examples of the game, running on a PC platform and demonstrating the AI in action.