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Programmed Graph Rewriting with Time for Simulation-Based Design

机译:基于时间的程序化图形重写,用于基于仿真的设计

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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)形式允许对定时反应系统进行高度模块化的分层建模。 DEVS可以用来描述复杂的控制结构,以进行程序化图形转换。这种方法的副作用是引入了明确的时间概念。在本文中,我们展示了明确的时间概念如何使基于反应的系统(例如现代计算机游戏)基于仿真的设计成为可能。我们以著名的PacMan游戏为例,并通过基于DEVS的程序化图形转换对它的动力学进行建模。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游戏的参数。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,将用户模型替换为与真实玩家的视觉界面,并使用实时DEVS模拟器执行游戏模型。

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