کد مقاله کد نشریه سال انتشار مقاله انگلیسی نسخه تمام متن
493064 721666 2013 8 صفحه PDF دانلود رایگان
عنوان انگلیسی مقاله ISI
Knowledge Representation and Inference Engine Model of SAPS Gaming Concept
موضوعات مرتبط
مهندسی و علوم پایه مهندسی کامپیوتر علوم کامپیوتر (عمومی)
پیش نمایش صفحه اول مقاله
Knowledge Representation and Inference Engine Model of SAPS Gaming Concept
چکیده انگلیسی

This paper propose a conceptual graph model to represent the concept of gaming, named SAPS (Status, Access, Power, Stuff) and propose a building block of the engine to run and control the game by rule of game design that be expressed in the SAPS. The advantage of this design is flexibility of the rule definition, supports many game mechanic and dynamic, as well as accommodates multirole playing and multiplayer games. The Excellence is achieved through representation of an access as actionID, Heuristic Value, Role name, Prerequisite, Impact. Prerequisite and impact are represented into a positive sentence of first order predicate calculus with the AND operator. The predicate in pre-requisite sentences express status and criteria. Predicate in impact have been identified 4 kinds, namely increment, decrement, add, and sets. Are those representative for update status, still need more research .Game mechanic was accommodated through status that be represented in (type of status; objects; attributes; criteria). Valid Type of status includes xpoint, redeemable Point, level/badge, progress, stuff, ownership, and time. Game Dynamic was accommodated through the discretion to perform user defined action. But the form of human computer interaction of such action has not been designed. Heuristic value on the model is filled by game designer and designed to support the delivery guidance to the player automatically, by suggesting optimal actions to achieve goals using Forward A* Search. Moreover three modules of Forward Intelligent Searching are designed, ie first to update the state of action based on current status. There are three kinds of state, namely the ‘lock’, ‘open’, ‘closed’. The second is to update the status automatically based on the selected action to be executed. The third is execute automatic action that be triggered by status or by time. They all refer to the rule of the game are defined in the ‘access’

ناشر
Database: Elsevier - ScienceDirect (ساینس دایرکت)
Journal: Procedia Technology - Volume 11, 2013, Pages 696-703