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A modular timed graph transformation language for simulation-based design

机译:用于基于仿真的设计的模块化定时图转换语言

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We introduce the MoTif (Modular Timed graph transformation) language, which allows one to elegantly model complex control structures for programmed graph transformation. These include modular construction, paral-lel composition, and a temporal dimension in addition to the usual transformation control structures. The first part of this contribution formally introduces MoTif and its semantics is based on the Discrete EVent system Specification (DEVS) formalism which allows for highly modular, hierarchical modelling of timed, reactive systems. In MoTif, graphs are embedded in events and individual transformation rules are embedded in atomic DEVS models. A side effect of the use of DEVS is the introduction of an explicit notion of time. This allows one to model a time-advance for every rule as well as to interrupt (pre-empt) rule execution. In the second part, we design a case study to 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 in MoTif. This also allows the modelling of player behaviour, incorporating data about human players' behaviour, and reac-tion times. Thus, a model of both player and game is obtained which can be used to evaluate, through simulation, the play-ability of a game design. We propose a playability perfor-mance measure and change the value of some 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:我们引入了MoTif(模块化定时图转换)语言,该语言允许您优雅地对复杂的控制结构进行建模,以进行程序化图转换。除了常用的转换控制结构之外,这些还包括模块化构造,paral-lel组成和时间维度。该贡献的第一部分正式介绍了MoTif,其语义基于离散事件系统规范(DEVS)形式主义,该形式主义允许对定时反应系统进行高度模块化的分层建模。在MoTif中,图被嵌入事件中,而单个转换规则被嵌入原子DEVS模型中。使用DEVS的副作用是引入了明确的时间概念。这样,就可以为每个规则建模一个时间提前量,并中断(抢占)规则执行。在第二部分中,我们设计了一个案例研究,以显示时间的显式概念如何实现基于反应的系统(例如现代计算机游戏)的基于仿真的设计。我们以著名的PacMan游戏为例,并在MoTif中对其动力学进行建模。这也允许对玩家行为进行建模,并结合有关人类玩家行为和反应时间的数据。因此,获得了玩家和游戏的模型,该模型可用于通过仿真评估游戏设计的可玩性。我们提出了可玩性性能指标,并更改了PacMan游戏的某些参数的值。对于由此获得的游戏的每个变体,模拟都会得出游戏质量的值。这使我们可以选择“最佳”(从可玩性的角度来看)游戏配置。随后,将用户模型替换为真实玩家的可视界面,并使用实时DEVS模拟器执行游戏模型。

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