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Crafting game-models using reactive system design
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Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Game design table of contents
Pages 121-128  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
David Harel  Weizmann Institute of Science, Rehovot, Israel
Itai Segall  Weizmann Institute of Science, Rehovot, Israel
Hillel Kugler  Microsoft Research, Cambridge, UK
Yaki Setty  Microsoft Research, Cambridge, UK
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which drive a game engine. The approach makes it possible to describe behaviors of different parts of the system using different reactive system design languages and tools. It thus provides a framework for integrating the model behavior to obtain an executable game-model of the entire system. Among the advantages of this approach is the ability to use existing analysis tools to understand the game behavior at design time and run time, the ability to easily modify the behavior, and the use of visual languages to allow various stakeholders to be involved in early stages of building the game. Finally, we suggest integrating future games and game design methods into the emerging field of biological modeling, to which reactive system design has recently been successfully applied.


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.

 
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Collaborative Colleagues:
David Harel: colleagues
Itai Segall: colleagues
Hillel Kugler: colleagues
Yaki Setty: colleagues