ACM Home Page
Please provide us with feedback. Feedback
Declarative processing for computer games
Full text PdfPdf (239 KB)
Source
ACM Siggraph Video Game Symposium archive
Proceedings of the 2008 ACM SIGGRAPH symposium on Video games table of contents
Los Angeles, California
SESSION: Artificial intelligence table of contents
Pages 23-30  
Year of Publication: 2008
ISBN:978-1-60558-173-6
Authors
Walker White  Cornell University
Benjamin Sowell  Cornell University
Johannes Gehrke  Cornell University
Alan Demers  Cornell University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 14,   Downloads (12 Months): 86,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1401843.1401847
What is a DOI?

ABSTRACT

Most game developers think of databases as nothing more than a persistence solution. However, database research is concerned with the wider problem of declarative processing. In this paper we demonstrate how declarative processing can be applied to computer games. We introduce the state-effect pattern, a design pattern that allows game developers to design parts of their game declaratively. We present SGL, a special scripting language which supports this design pattern and which can be compiled to a declarative language like SQL. We show how database techniques can process this design pattern in a way that improves performance by an order of magnitude or more. Finally, we discuss some design decisions that developers must make in order to adopt this pattern effectively.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
 
3
Boncz, P., and Kersten, M. 1995. Monet: An impressionist sketch of an advanced database system. In Proc. BIWIT.
 
4
 
5
Demers, A., Gehrke, J., Panda, B., Riedewald, M., Sharma, V., and White, W. 2007. Cayuga: A general purpose event monitoring system. In CIDR, 412--422.
 
6
 
7
Dunki, Q. 2008. Streaming open world pathfinding. In Proc. GDC.
 
8
Ensemble Studios. 2000. Computer Player Strategy Builder Guide, AI Expert Documentation for Age of Empires II: The Age of Kings. Ensemble Studios.
 
9
Fu, D., Houlette, R., and Jensen, R. 2003. A visual environment for rapid behavior definition. In Proc. Conference on Behavior Representation in Modeling and Simulation.
10
 
11
Kruszewski, P., and van Lent, M. 2007. Not just for combat training: Using game technology in non-kinetic urban simulations. In Proc. Serious Game Summit, GDC.
 
12
Liebgold, D. 2008. Adventures in data compilation and scripting for uncharted: Drake's fortune. In Proc. GDC.
 
13
14
 
15
Nguyen, H., Ed. 2007. GPU Gems, vol. 3. Addison-Wesley.
 
16
O'Brien, J., and Stout, B. 2007. Embodied agents in dynamic worlds. In Proc. GDC.
 
17
 
18
Posniewski, S. 2007. Massively modernized online: MMO technologies for next-gen and beyond. In Proc. Austin GDC.
 
19
Reynolds, C. 1999. Steering behaviors for autonomous characters. In Proc. GDC.
 
20
21
22


Collaborative Colleagues:
Walker White: colleagues
Benjamin Sowell: colleagues
Johannes Gehrke: colleagues
Alan Demers: colleagues