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This game takes that system and makes it x1million better by also providing a city building game with it.
IMO, the best (or my personal) answer is that city builders are at a new dawn and one concept in the new,modern city builder is to have actual citizens.
I really like agents, even with SimCity's flaws I found it hard to go back to SimCity 4 as the way simulated citizens move is quite cool.
Simulation is all about informations, and agent model have more of it, so systems can do deeper simulation do the behavior track and computings, it's like the different between famous node(random, from void) spawning system and eco-based(trackable, from somewhere) spawning system in other games, if a item having more information, it will surely affect some player experiences and a part of the world on the process, and anything you do to the person, you can actaully understand the impact of it.
And FYI, 'Agent model' do have levels, Cities: Skylines don't use the full model atm, so the benefits might be slightly harder to notices
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And another explains, if a game have a system called 'hatred', on a non-agent system it could be a 'hatred percentage' displayed, and people on road will hate you, like 0.3% of them, until you get rid of the random red dot that have the red name 'Enemy'.
But if it's agent based, someone you meet called John Dove could hate you, he's infact the 0.3% of the town, but you know he hates you, and you only need to get rid of 'him'.
Non-agent model itself is like a simplified(simulated) version of the agent model, or it's like health system in games, your agents are organs, but they counts it for you, so you having 120 health points to lose, and no one can hurt your kidney.
Pioneered with Caeser 3, improved with Pharoah and perfected with Emperor.
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As a big fan of the simulation games, I really hate things like random spawning nodes and flat health systems, I always wants it to be a bits of realistic ._.
As for whether the use of agents leads to a better game or not, that must remain a matter of opinion. The question as to why the developers rely on agent is an important one, though. One likely explanation is that 1,000 relatively independent computational agents -- theoretically, at least -- will tend to make the outcome of a simulation much more interesting than a single algorithm that decides that x percent of agents will do n1, y percent of agents will do n2, etc. Think of it as top down (a single set of algorithms and probability tables) versus bottom up (1,000 independent, albeit simple-minded 'bots). All of this speaks to the idea of "emergence" -- a way of thinking about how lots of tiny simple-minded drones can, in large numbers, actually surprise you with their collective behavior. See, e.g., bees, ants, slime molds. That's the theory, at least. So whether that leads to more interesting gameplay -- essentially the question you're asking -- is going to be the same question devs ask themselves for the coming decade.
But agents have an important role in the transportation sector. If you take any transportation game, like Transport Tycoon, Railroad Tycoon, Simultrans, etc. you will understand agent will have a much realistic outcome than statistical processing.
Train Fever is an excellent example of one of those games using individual agents to go to places. Each agent have a living place, work place, leisure and shop. These agents have a much more realistic approach in using the transportation network or travelling by cars on roads than some algoritmic processing.
Point in fact, agents core role lies in the moving from place A to place B. It make the game much more immersive and you get traffic congestion, you have rush hours. City building on its own don't need agents, they need modifiers to influence the growth, like land value, population density, wealth, etc.
Without "agents", design doesn't really matter. It's actually a matter of logical/mathematical strategy and patterns. For example, you can find the "perfect build" for a city, like, let's say... 1 clinic and 2 firestations and 3 police departments for X citizens, etc... things like that.
With agents, things must get where they must get for the game to work properly. So, yes, there's still ways to find logical and mathematical "perfect builds", but DESIGN becomes a really important - if not the most important - part of urban planning. You can have two cities with exactly the same amounts of people and infrastructure buildings where one of them works perfectly and the other doesn't (because of the design). So it adds depth, realism and the need for thoughtful, functional planning.
To conclude, you must make sure the agents can reach their destination by using various methods of transportation and make the solutions accessible to these agents.
Complete misuse of the terms
People hear an intersting word/term, like "the cloud" and everyone seems to have his/her own idea about what it is.
An agent is ANYTHING going from A to B (or going through transition in another way, like oil depleting). Regardless if that is sewage, power, water, a car, a train, a plane, a person in the game. When it arrives, it affects the simulation. This is an agent.
The biggest flaw in Simcity was that they used "agents" for all levels of simulation.
Computers can't handle the real numbers, so they "fudged" them (which in turn leads to very unrealistic... even game breaking issues in the simulation).
Agents:
http://www.gisagents.org/2013/02/explaining-agents-within-simcity.html
Agent´s are little James bonds running around in a town and doing stuff.
"special branch"
Theoretically you could program the agents to behave like real people: go to work, go shopping, go to recreation area, meet other people, stand around and talk to other people.
Of course that doesn't happen - developers always forget to program the agents with social behavior like e.g. in Banished.
But there is a possibility this will happen in the future because the better agents are programmed the more realistic a simulation looks like.