"Abstract. If iteration is the rule in modern software development practices, this
is more the case in game development. While the secret recipe for fun in games
remains hidden, game development will remain a highly iterative trial-and-error
design process.
In this paper we present a semi-automatic process that, through FCA, can assist
in the software design of modern videogames. Through FCA we can identify
candidate distributions of responsibilities among components, and let the users
edit such distributions. We support iteration by facilitating the application of past
edits when going through a new iteration of identifying candidate components to
accommodate for new version of the game requirements."
Abstract: "A number of changes are occurring in the field
of computer game development: persistent online games, digital
distribution platforms, social and mobile games, and the emer-
gence of new business models have pushed game development to
put heavier emphasis on the live operation of games. Artificial
intelligence has long been an important part of game development
practices. The forces of change in the industry present an
opportunity for Game AI to have new and profound impact on
game development practices. Specifically, Game AI agents should
act as "producers" responsible for managing a long-running set
of live games, their player communities, and real-world context.
We characterize a confluence of four major forces at play in the
games industry today, together producing a wealth of data that
opens unique research opportunities and challenges for Game
AI as producers. We enumerate 12 new research areas spawned
by these forces and steps toward how they can be addressed by
data-driven Game AI Producers"
P. 158 in a long document. Abstract: "
157
Chapter 8Design and Implementation of Mobile Educational Games:
Networks for Innovation
Rob Harrap
1
, Sylvie Daniel
2
, Michael Power
3
, Joshua Pearce
4
, Nicholas Hedley
5
1
Queen's University, Department of Geological Sciences and Geological Engineeringharrap@geol.queensu.ca
2
Université Laval, Department of Geomaticssylvie.daniel@scg.ulaval.ca
3
Université Laval, Faculty of Educationmichael.power@fse.ulaval.ca
4
Michigan Technological University, Department of Materials Science & Engineering and theDepartment of Electrical & Computer Engineering, USApearce@mtu.edu
5
Simon Fraser University, Department of Geographyhedley@sfu.ca
Abstract
:" Research networks foster creativity and break down institutional bar-riers, but introduce geographic barriers to communication and collaboration. Indesigning mobile educational games, our distributed team took advantage of di-verse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and disseminationof prototypes to other teams for refinement and repurposing. Our group showedstrong activity at the university-centered nodes with periods of highly effectivedissemination between these nodes and to outside groups; we used workshopinvitations to gather new ideas and perspectives, to refine the core vision, toforge inter-project links, and to stay current on what was happening in othernetworks. Important aspects of our final deliverables came from loosely-associated network members who engaged via collaborative design exercises inworkshops, emphasizing the need to bring the network together and the im-portance of outside influences as ideas evolve. Our final deliverable, a mobileeducational game and a series of parallel technology demonstrations, reflect themix of influences and the focus on iterated development that our net
"The high cost of launching resources from the Earth's surface is a significant barrier to future long-
duration human space exploration. A future resource economy in space may allow resource production,
processing, storage, and transportation at distributed locations, but will have many stakeholders with var-
ied and potentially competing objectives. Simulation games provide a medium for communication and
learning richer than papers or linear presentations by combining the technical capabilities of simulation
models with human interaction. Building on technology powering military wargames, federated simulation
architectures such as HLA-Evolved use independently-developed simulation models connected over a dis-
tributed network of computers. This paper presents an approach for developing a multi-player simulation
gaming environment where human players take on roles of organizations or government agencies within
scenarios designed to address the design and operation of a resource economy in space. The game design
addresses the number of players, time advancement, level of abstraction, scenario selection, and other de-
cisions based on past simulation games in the domains of military-political, educational, disaster response,
and business-management games. Future research will focus on evaluating game executions to analyze
human decision-making under various scenarios. Quantitative analysis of decisions using game logs com-
bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource
economy in space."