Knowledge Representation and Inference Engine Model of SAPS Gaming Concept

被引:0
|
作者
Agustin, Ririn Dwi [1 ]
Suwardi, Iping Supriana [1 ]
Purwarianti, Ayu [1 ]
Surendro, Kridanto [1 ]
机构
[1] STEI ITB, Java, Indonesia
关键词
Gaming Concepts; SAPS; Knowledge Representation; Inference Engine; A* Algorithm;
D O I
10.1016/j.protcy.2013.12.247
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
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' (C) 2013 The Authors. Published by Elsevier Ltd.
引用
收藏
页码:696 / 703
页数:8
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