Knowledge Guided Development of Videogames

Authors

  • David Llansó Universidad Complutense de Madrid
  • Marco Gómez-Martín Universidad Complutense de Madrid
  • Pedro Gómez-Martín Universidad Complutense de Madrid
  • Pedro González-Calero Universidad Complutense de Madrid

DOI:

https://doi.org/10.1609/aiide.v7i3.12480

Abstract

Due to the changing nature of videogames, the component-based architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components.

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Published

2011-10-09

How to Cite

Llansó, D., Gómez-Martín, M., Gómez-Martín, P., & González-Calero, P. (2011). Knowledge Guided Development of Videogames. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7(3), 8-13. https://doi.org/10.1609/aiide.v7i3.12480