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Title:      ACTA: A GENERAL PURPOSE FINITE STATE MACHINE (FSM) DESCRIPTION LANGUAGE FOR SMART GAME DESIGN
Author(s):      Emmanouil Zidianakis, Margherita Antona and Constantine Stephanidis
ISBN:      978-989-8533-64-7
Editors:      Katherine Blashki
Year:      2017
Edition:      Single
Keywords:      Smart games rapid prototyping, finite state machine interaction modeling
Type:      Full Paper
First Page:      143
Last Page:      150
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Game design process creates goals, rules, and challenges to define a game that produces desirable interactions among its participants. Modeling the way in which players interact with the game requires among others the definition of game rules, plot, connection between player and the game, etc. This paper presents ACTA (ACTivity Analysis), a general purpose finite state machine (FSM) description language for rapid prototyping of smart games. ACTA facilitates smart game design by professionals who are not familiar with traditional programming languages. Professionals are able to model the game’s logic and interaction using a straightforward and intuitive notation which can be customized for every different game. In order to support a customized scripting vocabulary, a reflection-oriented model was adopted allowing dynamic linking between ACTA generated rules and multiple data types. Windows Workflow Foundation (WF) is the “glue layer” connecting ACTA’s scripting vocabulary with the application internals. Moreover, developers can use ACTA not only for developing event-driven sequential logic games, but also for applications of behavior composed of a finite number of states, transitions between those states and actions, as well as for applications based on rules driven workflows.
   

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