Multifacetted modelling and discrete event simulation
Multifacetted modelling and discrete event simulation
Proceedings of the 22nd international conference on Software engineering
AToM3: A Tool for Multi-formalism and Meta-modelling
FASE '02 Proceedings of the 5th International Conference on Fundamental Approaches to Software Engineering
Graph Grammar Engineering with PROGRES
Proceedings of the 5th European Software Engineering Conference
Graph Transformation with Time: Causality and Logical Clocks
ICGT '02 Proceedings of the First International Conference on Graph Transformation
Graph Transformation in a Nutshell
Electronic Notes in Theoretical Computer Science (ENTCS)
MOFLON: a standard-compliant metamodeling framework with graph transformations
ECMDA-FA'06 Proceedings of the Second European conference on Model Driven Architecture: foundations and Applications
On the behavioral semantics of real-time domain specific visual languages
WRLA'10 Proceedings of the 8th international conference on Rewriting logic and its applications
Lightweight testing of communication networks with e-motions
TAP'11 Proceedings of the 5th international conference on Tests and proofs
Formal real-time model transformations in MOMENT2
FASE'10 Proceedings of the 13th international conference on Fundamental Approaches to Software Engineering
Empirical assessment of business model transformations based on model simulation
ICMT'12 Proceedings of the 5th international conference on Theory and Practice of Model Transformations
AGTIVE'11 Proceedings of the 4th international conference on Applications of Graph Transformations with Industrial Relevance
Modelling and simulation-based design of a distributed devs simulator
Proceedings of the Winter Simulation Conference
DESIGN SPACE ANALYSIS IN MODEL-DRIVEN ENGINEERING
Journal of Integrated Design & Process Science
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The Discrete EVent system Specification (DEVS) formalism allows for highly modular, hierarchical modelling of timed, reactive systems. DEVS can be used to describe complex control structures for programmed graph transformation. A side-effect of this approach is the introduction of an explicit notion of time. In this paper we show how the explicit notion of time allows for the simulation-based design of reactive systems such as modern computer games. We use the well-known game of PacMan as an example and model its dynamics with programmed graph transformation based on DEVS. This also allows the modelling of player behaviour, incorporating data about human players' behaviour and reaction times. Thus, a model of both player and game is obtained which can be used to evaluate, through simulation, the playability of a game design. We propose a playability performance measure and vary parameters of the PacMan game. For each variant of the game thus obtained, simulation yields a value for the quality of the game. This allows us to choose an "optimal" (from a playability point of view) game configuration. The user model is subsequently replaced by a visual interface to a real player and the game model is executed using a real-time DEVS simulator.