Game Development Reference
In-Depth Information
Figure 18. A Data Maintenance dashboard used to main scenario and technique data
CASE STUDY
Many software-based techniques provide
tools to load and configure input data, or if none
are provided, large volumes of import data can
typically be loaded via an automated process. In
a number of play scenarios using various fuzzy
logic techniques, a maintenance dashboard was
created to assist with maintaining the required
data within the data store (Figure 18).
So far, we have explored how human and virtual
beings may engage in collaborative computer
games as fully equal partners. We have discussed
the architectural attributes that are desirable in a
collaborative computer game as well as how FEPs
engage within these games via the collaborative
process. Added to this, we have explored the tech-
nical requirements of the communication, physical
and cognitive layers with particular attention to
the technical implementation of a virtual player's
cognitive layer.
To demonstrate how these principles are dealt
with in practice, a game play scenario is presented
here to demonstrate how FEPs engage in collab-
orative problem-solving. Computer games of this
nature can be applied across a number of computer
game applications such as education, training
and entertainment. A significant focus has been
primarily placed upon educational computer game
application however the play scenario presented is
of the more familiar entertainment variety of com-
Action
Once the message structure contains the results
of the decision-making subsystem, the action
subsystem converts the structured message into
directives instructing the player's effectors to
perform some form of action. Once a structured
message has been fully processed by the cogni-
tive layer, it is recorded in memory for possible
later use.
Figure 19. The Action subsystem converts structured messages into instructions for the player's effectors
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