Joel Uckelman on Fri, 23 Jul 2010 08:07:39 -0700 (MST) |
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Re: [game-lang] a survey of previous work |
Thus spake Simon McGregor: > Hi Joel, > > Thought I'd put my 2p in,. > > > * GDL: > > I don't know much about logic programming, and GDL looks like it comes > from this stable. I like the declarative aspect to GDL, but it really > really needs to incorporate some basic spatial and arithmetical > concepts. These could conceivably be in the form of a library, but I > suspect GDL is not very extensible. My feeling right now is that the way to go is to build up some broadly applicable game concepts (e.g., adjacency, ownership, ownership) and and possibly some genere-specific ones (e.g., zone of control) and then provide the rules translator the capacity to define the game-specific concepts he needs. I think that most rules can be stated pretty simply once the right concepts are defined. > > * Extended General Gaming Model > > > > http://www.lamsade.dauphine.fr/~cazenave/papers/extendedggmodel.pdf > > I can't make sense of this yet. This one I've read and thought about already. The simple synopsis is that it's a way of defining game rules in Python. The way that you do model checking in this framework is by seeing whether your proposed next move is a member of the list returned by getChoices()---and this means that you have to have all possible transitions out of a given state already represented as a list. Hence, either you get an infeasibly large list, your you have to start breaking up moves into submoves, as we discussed earlier (possibly this discussion was still in the thread at Boardgame Geek). (More comments to come, on your list of disiderata...) -- J. _______________________________________________ game-lang mailing list game-lang@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/game-lang