When agents are integrated in a game engine for embodiment in a virtual environment, perception often leads to performance issues due to the lack of control over the sensing process. In previous work a perception framework was proposed within CIGA, a middleware facilitating the c
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When agents are integrated in a game engine for embodiment in a virtual environment, perception often leads to performance issues due to the lack of control over the sensing process. In previous work a perception framework was proposed within CIGA, a middleware facilitating the coupling between a multiagent system and a game engine. It allowed agents to have control over the flow of sensory information generated in their embodiment. In this paper we continue this work by presenting performance optimizations within this framework. Here, the computational complexity of the sensing process in the game engine can be controlled by an agent itself, allowing it to deal with more complex environments. Additionally we provide an overall performance analysis of the framework.@en