Vol. 3  No 2

August 2004

International Journal of
Intelligent Games & Simulation


a web-based publication of the

University of Wolverhampton UK 

in collaboration with the

Society for Modelling and Simulation -Europe

University of Wolverhampton LOgo

 

Register for Free Access to the Technical Papers

 

Submission Information for Authors

 

Contents Page

 

Chief Editors
N E Gough
Q H Mehdi


Coordinator  
Tarvinder Kaur
 

Editorial Board & Aims
Scope of IJIGS

Previous issues:

Vol 1 No 1

Vol 2 No 1

Vol 2 No 2

Vol 3 No 1

 

Copyright  University of Wolverhampton 2004

 

ISSN 1477-2043

 

The Editors, The University of  Wolverhampton do not  accept  responsibility for errors arising from papers appearing  in IJIGS.    Official University of Wolverhampton  disclaimer.

Abstracts

 

 

A Multiplayer O.P.I.A.T.E.

C. R. Fairclough and P. Cunningham

This paper describes the development of an expert case-based character director system which dynamically generates and controls a story, which is played out in a multiplayer networked game world. The system handles multiple users in a game world and directs the non player characters therein to perform for the users parallel storylines, interweaving character roles in each story. The story is told through a ‘narrative of actions’ and automatically generated dialogue. Much of the storytelling approach is based on the seminal work of Vladimir Propp, to which is applied the AI case based planning paradigm. Initial analysis of the system is based on a review of the system and its output, but future work will involve developing a more objective format for analysis. OPIATE stands for Open-ended Proppian Interactive Adaptive Tale Engine.

 

 

Designing Interactivity in Computer Games: a UML Approach

A. C. Siang,  G.S.V Radha Krishan Rao

The computer game is about the player experience and enjoyment. It includes graphics, sounds, stories, user interfaces and most importantly gameplay. Setting player experiences aside, the game is governed by a set of rules that define how the game is played. Game design should focus more on the gameplay: the interaction between players and games. This paper attempts to study the core element of computer game that constitutes the gameplay. Other elements that contribute to the whole experience of game are also explored. The utilisation of Unified Modelling Language (UML) in designing interactivity in computer games is studied by performing reverse engineering on two games using use case diagrams and class diagrams. that all games can be decomposed into players and tokens, the interaction of which can be described by interaction matrices and finite state machine diagrams.

 

Game based learning using web technologies

C. Bouras, V. Igglesis, V. Kapoulas, I. Misedakis, O. Dzianbenko, A. Koubek, M. Pirec and A. Sfiri

Game-based learning has been recognized as an important alternative or supplement to traditional in-class, face-to-face teaching. It can help both adults and children in learning new concepts, acquiring expertise and practicing knowledge. Although game-based learning has been applied mainly for teaching children, it can be quite helpful for adult vocational or university learning. In this paper, a web-based game is presented, which has been developed for enhancing the learning experience of university students. Its goal is to serve as a complement to classes, although it can be used independently. It provides the students with many ways of synchronous or asynchronous communication and knowledge acquisition. Through the game, students have to search for information, understand it and use it in discussions with the members of other teams. Many users are able to play the game simultaneously, while many teachers may run different game themes. Microsoft’s ASP.NET scripting environment was used for creating the game’s website and its rationale. The website utilizes also Macromedia’s communication technology (Flash Communication Server MX) for enabling real-time communication by several means (voice, text, etc). Flash was used in the website for building the real-time communication modules as well as for creating a more elegant user interface.

 

The Analysis of Friendly NPC Behaviour

K. Mitchell

As the video-game industry has evolved rapidly over the past 20 years, so too has the realism of the games. Many advances are constantly being made in different areas of video game realism, but one such area that is frequently overlooked is the behaviour of the friendly non-player characters (NPCs); the most obvious examples of which are the townsfolk in role-playing games. This paper looks at how these NPCs are to behave and what qualities they are to possess if they are to give the player the impression that they behave in a human-like manner. This is achieved through the creation of several series of videogame environments, each containing NPCs exhibiting different behavioural patterns. A test audience then views these game worlds, and answer questionnaires relating to their personal perception of the inhabitants of each. After analysing their responses and comparing the results for each of the different NPC behavioural patterns, several guideline requirements are produced for creating life-like NPCs.

 

How to Construct Tetris Configurations

H. J. Hoogeboom and W. A. Kosters

In this paper we show that every (reasonable) TETRIS configuration can be constructed from an initially empty game board using a suitable sequence of pieces. On game boards of even width a simple parity condition has to be fulfilled. The paper provides an explicit construction. This problem is connected to the NP-completeness of certain TETRIS related decision problems. down, once rows below it are cleared. The game ends when the new piece cannot fall down anymore, because it is blocked by pieces below it. The more pieces the player has handled, and the more rows he or she cleared, the better it is. For a more precise definition of the game, consult (Demaine et al. 2002); for other results on TETRIS, see, e.g., (Burgiel 1997).

 

Strategies for solving the N-goal problem

I. Wright

The problem of effectively deciding between multiple goals in real-time -- the "N-goal problem" – is discussed in the context of computer game AI. Two related aspects of the problem, the speed of goal selection and the quality of goal selection, are identified, and two related strategies for solving these problems are introduced. The strategy of goal culling based on insistence heuristics reduces the time costs of goal selection. The strategy of automatic goal selection based on machine learning of human gameplay avoids the problem of explicitly formulating rules to maximise decision quality. Each solution strategy is illustrated by concrete examples from the classic arcade game, "Robotron". The aim is to demonstrate that these techniques are practical for actual computer game development.

 

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