The Art of Computer Game Design
The Art of Computer Game Design
Online Game Interactivity Theory with Cdrom
Online Game Interactivity Theory with Cdrom
Game Developer's Guide to Design and Production
Game Developer's Guide to Design and Production
Game Specification in Normative Multiagent System: The Trias Politica
IAT '04 Proceedings of the IEEE/WIC/ACM International Conference on Intelligent Agent Technology
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Morphological study of the video games
Proceedings of the 3rd Australasian conference on Interactive entertainment
Nonverbal communication in multiplayer game worlds
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Emergence of language: hidden states and local environments
Proceedings of the 2008 conference on Information Modelling and Knowledge Bases XIX
Emergence of Names and Compositionality
Proceedings of the 2007 conference on Information Modelling and Knowledge Bases XVIII
Reconciling situation calculus and fluent calculus
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
Proceedings of the 2011 conference on Information Modelling and Knowledge Bases XXII
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Games, MMOG-s (Massively Multiplayer On-Line Games), on-line social sites etc have become a major cultural and economic force. The main distinguishing features and attraction of these applications is their interactivity and emergent quality --participants constantly change the state of affairs with their actions. Gameplay, the resulting dynamic flow of events, is fascinating: this is like execution of an algorithm, where elementary actions are defined by game rules, but the logic, the flowchart is composed “on-the-fly” by players. Our understanding of games and gameplay is still on the level of alchemy. Search for adequate formal methods for description and classification of games and gameplay has only started. We do not have established and widely accepted models and methods; the proposed models and classifications of games are mostly subjective. Here is analyzed the current state of game research and proposed a game specification language, which allows to consider essential features of a new game before implementation. This together with proposed method for recording the “inner” working of games and gameplay allows better to understand games and gameplay and get objective data for studies. Some examples of game specification and recording of game engine's states demonstrate investigating dynamics and emergent qualities of gameplay.