330 research outputs found

    Non-determinism in the narrative structure of video games

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    PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on usersā€™ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular

    Verification of Branching-Time and Alternating-Time Properties for Exogenous Coordination Models

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    Information and communication systems enter an increasing number of areas of daily lives. Our reliance and dependence on the functioning of such systems is rapidly growing together with the costs and the impact of system failures. At the same time the complexity of hardware and software systems extends to new limits as modern hardware architectures become more and more parallel, dynamic and heterogenous. These trends demand for a closer integration of formal methods and system engineering to show the correctness of complex systems within the design phase of large projects. The goal of this thesis is to introduce a formal holistic approach for modeling, analysis and synthesis of parallel systems that potentially addresses complex system behavior at any layer of the hardware/software stack. Due to the complexity of modern hardware and software systems, we aim to have a hierarchical modeling framework that allows to specify the behavior of a parallel system at various levels of abstraction and that facilitates designing complex systems in an iterative refinement procedure, in which more detailed behavior is added successively to the system description. In this context, the major challenge is to provide modeling formalisms that are expressive enough to address all of the above issues and are at the same time amenable to the application of formal methods for proving that the system behavior conforms to its specification. In particular, we are interested in specification formalisms that allow to apply formal verification techniques such that the underlying model checking problems are still decidable within reasonable time and space bounds. The presented work relies on an exogenous modeling approach that allows a clear separation of coordination and computation and provides an operational semantic model where formal methods such as model checking are well suited and applicable. The channel-based exogenous coordination language Reo is used as modeling formalism as it supports hierarchical modeling in an iterative top-down refinement procedure. It facilitates reusability, exchangeability, and heterogeneity of components and forms the basis to apply formal verification methods. At the same time Reo has a clear formal semantics based on automata, which serve as foundation to apply formal methods such as model checking. In this thesis new modeling languages are presented that allow specifying complex systems in terms of Reo and automata models which yield the basis for a holistic approach on modeling, verification and synthesis of parallel systems. The second main contribution of this thesis are tailored branching-time and alternating time temporal logics as well as corresponding model checking algorithms. The thesis includes results on the theoretical complexity of the underlying model checking problems as well as practical results. For the latter the presented approach has been implemented in the symbolic verification tool set Vereofy. The implementation within Vereofy and evaluation of the branching-time and alternating-time model checker is the third main contribution of this thesis

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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