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Home > Publications > Crafting Game-Models using Reactive System Design
Crafting Game-Models using Reactive System Design

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 drivea 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.

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In: Future Play

Publisher: Association for Computing Machinery, Inc.
Copyright © 2007 by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or permissions@acm.org. The definitive version of this paper can be found at ACM’s Digital Library --http://www.acm.org/dl/.

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Type: Inproceedings