Publication
Title
Programmed graph rewriting with time for simulation-based design
Author
Abstract
The Discrete EVent system Specification (DEVS) formalism allows for highly modular, hierarchical modelling of timed, reactive systems. DEVS can be used to describe complex control structures for programmed graph transformation. A side-effect of this approach is the introduction of an explicit notion of time. In this paper we show how the explicit notion of time allows for the simulation-based design of reactive systems such as modern computer games. We use the well-known game of PacMan as an example and model its dynamics with programmed graph transformation based on DEVS. This also allows the modelling of player behaviour, incorporating data about human players behaviour and reaction times. Thus, a model of both player and game is obtained which can be used to evaluate, through simulation, the playability of a game design. We propose a playability performance measure and vary parameters of the PacMan game. For each variant of the game thus obtained, simulation yields a value for the quality of the game. This allows us to choose an optimal (from a playability point of view) game configuration. The user model is subsequently replaced by a visual interface to a real player and the game model is executed using a real-time DEVS simulator.
Language
English
Source (journal)
Lecture notes in computer science. - Berlin, 1973, currens
Publication
Berlin : 2008
ISSN
0302-9743 [print]
1611-3349 [online]
DOI
10.1007/978-3-540-69927-9_7
Volume/pages
5063 (2008) , p. 91-106
ISI
000257540300007
Full text (Publisher's DOI)
UAntwerpen
Faculty/Department
Publication type
Subject
External links
Web of Science
Record
Identifier
Creation 03.06.2013
Last edited 19.02.2023
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