Game Development Reference
In-Depth Information
Figure 8. Virtual Being Interface structure
1. Contains features that allow the virtual being
to be situated within the electronic board-
room game.
2. Is autonomous; Interaction with the computer
game is through a well-defined interface.
3. Provides the necessary Social Ability ele-
ments such that the virtual being may interact
and cooperate with other FEPs.
4. Is able to act reactively based on the infor-
mation provided by sensors
5. Is able to act proactively in order to achieve
its goals
being, and representing the available sensors and
effectors used within the collaborative computer
game, the virtual being simply requires a software
interface directly between the physical layer
(of sensors & effectors) and the virtual being's
cognitive layer.
In doing this, it can be demonstrated that the
human and virtual FEPs have an equivalence in
terms of their interaction with the computer game,
while the implementation of this equivalence is
quite different.
VBI Cognitive Layer
While the VBI can be considered as an au-
tonomous entity from the viewpoint of the game
“world”, it is not necessarily true that it cannot
exist within the same runtime system as long as
its interactions are via the interface sensors and
effectors. As stated earlier, a number of networking
technologies have been utilized by the collabora-
tive computer game, and in some instances a virtual
network protocol has also been used.
The virtual being cognitive layer is responsible
for providing the “Intelligence” required to col-
laborate within a computer game as a FEP. This
is where the decision-making processes of the
virtual being reside. This subsystem is able to take
interpreted sensor information (provided by the
physical layer) and perform reactive and proactive
decision making processes. If decisions require
action, these actions are interpreted in terms of
the computer game's physical layer attributes and
passed as actions (via the communications layer)
to the game.
In order to adequately experiment with co-
operative FEPs, the cognitive layer is designed
(conceptualized) as an encapsulated software
component. As a practical example, one of the
decision-making processes utilized in the VBI
cognitive layer uses T-Function (Yan, Ryan,
& Power, 1994) fuzzy logic algorithms with a
VBI Communication Layer
As with the human being interface, the commu-
nication layer is the transport system utilized by
all elements of the collaborative computer game.
VBI Physical Layer
While the HBI operates as a conduit, providing
an actual graphical user interface to the human
Search Nedrilad ::

Custom Search