7 juin 2010
Model-Based Design for Modern Computer Games
With prof. Hans Vangheluwe, University of Antwerp, Belgium

In the Modelling, Simulation and Design Lab (MSDL), distributed over Antwerp University in Belgium and McGill University in Montreal, we study the theory of Multi-Maradigm modelling and build tools to support the design and implementation of complex (software-intensive) systems. In particular, we have developed a Computer Aided Multi-Paradigm Modelling (CAMPaM) tool named AToM3 (in collaboration with Prof. Juan de Lara from the Autonoma de Madrid) based on meta-modelling and graph transformation. Modelling research is complemented by work on resource-aware, possibly distributed, simulation.
Abstract:
Recently, the complexity of modern, real-time computer games has increased drastically. The need for sophisticated game AI, in particular for Non-Player Characters grows with the demand for realistic games. Writing consistent, re-useable and efficient AI code has become hard. The presentation demonstrates how modelling game AI at an appropriate abstraction level using an appropriate modelling language has many advantages. A variant of Rhapsody Statecharts is proposed as an appropriate formalism. The Tank Wars game by Electronic Arts (EA) is used to demonstrate our concrete approach. We show how the use of the Statecharts formalism leads quite naturally to layered modelling of game AI and allows modellers to abstract away from choices between, for example, time-slicing and discrete-event time management. Finally, our custom tools are used to synthesize efficient C++ code to insert into the Tank Wars main game loop.
Date: Tuesday June 8th, 2010, 10.00 a.m.
Location: Battelle bât A, auditorium ground floor
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