首页> 外文会议>International Conference on Model Transformations >Programmed Graph Rewriting with Time for Simulation-Based Design
【24h】

Programmed Graph Rewriting with Time for Simulation-Based Design

机译:编程图表随时间重写了基于仿真的设计

获取原文
获取外文期刊封面目录资料

摘要

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.
机译:离散事件系统规范(DEVS)形式主义允许对定时,反应系统的高度模块化,层次建模。 DEVS可用于描述用于编程图形转换的复杂控制结构。这种方法的副作用是引入明确的时间概念。在本文中,我们展示了明确的时间概念如何允许基于模拟的无功系统设计,例如现代计算机游戏。我们使用众所周知的Pacman游戏作为一个示例,并使用基于DEVS的编程图形转换模型和模型。这也允许播放器行为的建模,包括有关人类玩家的行为和反应时间的数据。因此,获得了播放器和游戏的模型,其可用于通过仿真评估游戏设计的可播放性。我们提出了Pacman游戏的可播放性能措施和变化参数。对于由此获得的游戏的每个变型,模拟产生了游戏质量的值。这使我们能够选择“从播放性的角度来看”游戏配置。随后将用户模型由可视接口替换为真实播放器,并且使用实时开发模拟器执行游戏模型。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号