PowerPoint Presentation Project 2 Mini team sports game simulation (50 points) Due: 12/02 Monday 11:59 pm No late submission accepted Computer Gaming Simulation Computer gaming is a computer...

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PowerPoint Presentation Project 2 Mini team sports game simulation (50 points) Due: 12/02 Monday 11:59 pm No late submission accepted Computer Gaming Simulation Computer gaming is a computer simulation of a virtual world Game designers must have knowledge of the following to make people, objects, and environments behave realistically in a virtual world: – Computer graphics – Artificial intelligence – Human-computer interactions and simulation – Software engineering – Computer security – Fundamentals of mathematics – Laws of physics relating to gravity, elasticity, light, and sound 2 3 https://www.youtube.com/wat ch?v=I6AjwpwxhoQ https://www.youtube.com/watch?v=I6AjwpwxhoQ https://www.youtube.com/watch?v=D7FC0ajDefw Creating the Virtual World Game engine--a software system within which games can be created Following functionality provided by tools of a game engine: • A rendering engine for graphics • A physics engine to provide a collision detection system and dynamics simulation • A sound-generating component 4 Creating the Virtual World Additional functionality resulting from tools of a game engine: • A scripting language apart from the code driving the game • Animation • Artificial intelligence algorithms (e.g., path-finding algorithms) • A scene graph that holds the spatial representation in a graphical sense 5 Soft Skills High Quality Game Design and Development Requires Effective Use of “Soft Skills”: • Effective collaboration with designers, programmers, and artists on various technical ideas throughout the entire game design and development process • Flexibility and adaptability as the game design constantly evolves and changes throughout the development and production process 6 Soft Skills • Willingness to abandon much of the completed design work when the game’s story line, mechanics, art, programming, audio, video, and/or scripting requires significant changes 7 Game Programming A variety of application programming interfaces (APIs) and libraries are available to help developers with key programming tasks The choice of API determines which vocabulary and calling conventions the programmer should employ to use the services The target game platform determines which service the programmer will use; some libraries permit efficient cross-platform development 8 Game Programming Coding process begins with the creation of “the game loop” Game loop is responsible for managing the game world, regardless of any input from the user For example, the game loop might update enemy movement in the game or check for victory/loss conditions Basically, the game loop manages the simulation 9 10 What Is Simulation? Simulation A model of a complex system and the experimental manipulation of the model to observe the results Systems that are best suited to being simulated are dynamic, interactive, and complicated Model An abstraction of a real system It is a representation of the objects within the system and the rules that govern the interactions of the objects 11 Constructing Models Continuous simulation – Treats time as continuous – Expresses changes in terms of a set of differential equations that reflect the relationships among the set of characteristics – Meteorological models fall into this category 12 Thinking Machines Can you list the items in this picture? https://www.youtube.com/watch?v=QdQL11uWWcI http://www.theverge.com/2013/9/17/4740466/how-siri-found-its-voice-video https://www.youtube.com/watch?v=QdQL11uWWcI http://www.theverge.com/2013/9/17/4740466/how-siri-found-its-voice-video 13 Thinking Machines Can you list the items in this picture? Can you count the distribution of letters in a book? Add a thousand4-digit numbers? Match finger prints? Search a list of a million values for duplicates? Humans do best Computers do best 14 Thinking Machines Artificial intelligence (AI) The study of computer systems that attempt to model and apply the intelligence of the human mind For example, writing a program to pick out objects in a picture 15 The Turing Test Turing test A test to empirically determine whether a computer has achieved intelligence Alan Turing An English mathematician who wrote a landmark paper in 1950 that asked the question: Can machines think? He proposed a test to answer the question "How will we know when we’ve succeeded?" 16 The Turing Test https://deepmind.com/alpha-go.html https://deepmind.com/alpha-go.html 17 The Turing Test Weak equivalence Two systems (human and computer) are equivalent in results (output), but they do not arrive at those results in the same way Strong equivalence Two systems (human and computer) use the same internal processes to produce results 18 Robotics Mobile robotics The study of robots that move relative to their environment, while exhibiting a degree of autonomy Sense-plan-act (SPA) paradigm The world of the robot is represented in a complex semantic net in which the sensors on the robot are used to capture the data to build up the net 19 Subsumption Architecture Rather than trying to model the entire world all the time, the robot is given a simple set of behaviors each associated with the part of the world necessary for that behavior 20 Subsumption Architecture https://en.wikipedia.org/wiki/Three_Laws_of_Robotics Recursive Searching: Simple maze! 21 4 4 4 4 4 4 4 4 0 0 0 0 0 4 4 0 4 0 4 0 4 4 0 0 4 0 4 4 4 0 4 0 0 0 4 4 0 0 0 4 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 7 7 7 7 7 4 4 7 4 7 4 7 4 4 7 7 4 0 4 4 4 7 4 7 7 7 4 4 7 7 7 4 7 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 7 7 7 7 7 4 4 7 4 7 4 7 4 4 7 7 4 0 4 4 4 7 4 7 7 7 4 4 7 7 7 4 7 4 4 4 4 4 4 4 4 Project 2 Mini team sports game simulation (50 points) Due: 12/02 Monday 11:59 pm No late submission accepted • Soccer Rules: The basic rules of soccer for kids and adults. • https://www.youtube.com/watch?v=M18UNJDspO4 • Football Simulator • http://www.betstatz.com/simulator https://www.youtube.com/watch?v=M18UNJDspO4 http://www.betstatz.com/simulator http://www.agame.com/games/soccer http://www.y8.com/games/the_champions_4_- _world_domination http://www.y8.com/tags/soccer http://www.agame.com/games/soccer http://www.y8.com/games/the_champions_4_-_world_domination http://www.y8.com/tags/soccer http://www.ea.com/uk/news/national-team-infographics http://www.eloratings.net/system.html http://www.sportsnet.ca/hockey/nhl/ea- sports-nhl-14-predicts-boston-bruins-stanley- cup-san-jose-sharks/ http://www.easports.com/2014-fifa- world-cup/news/2014/ea-sports-2014- fifa-world-cup-prediction http://keithlyons.me/ blog/2014/05/30/pred icting-the-outcome-of- the-2014-fifa-world- cup/ http://www.ea.com/uk/news/national-team-infographics http://www.eloratings.net/system.html http://www.sportsnet.ca/hockey/nhl/ea-sports-nhl-14-predicts-boston-bruins-stanley-cup-san-jose-sharks/ http://www.easports.com/2014-fifa-world-cup/news/2014/ea-sports-2014-fifa-world-cup-prediction Unified Modeling Language (UML) • The UML is a visual modeling language that enables system builders to create blueprints that capture their visions in a standard, easy-to-understand way, and provides a mechanism to effectively share and communicate these visions with others. The key is to organize the design process in a way that analysts, clients, programmers, and others involved in system development can understand and agree on. The UML provides the organization. Project Requirement 1. UML Diagram document WashingMachine class is a template for creating new instances of washing machines. WashingMachine brandName modelName serialNumber capacity acceptClothes() acceptDetergent() turnOn() turnOff() Attributes brandName modelName serialNumber capacity Operations acceptClothes() acceptDetergent() turnOn() turnOff() Class Diagram Object Diagram myWasher:WashingMachine :WashingMachine Working with Object- Orientation Visualizing a Class • a rectangle is the icon that represents a class • If your class has a two- word name, join the two words together and capitalize the first letter of the second word (as in WashingMachine ) • the UML represents a package as a tabbed folder. • If the WashingMachine class is part of a package called Household, you can give it the name Household::WashingMachine. The double colons separate the package name on the left from the classname on the right. This type of classname is called a pathname WashingMachine Household Household::WashingMachine http://www.pearsonhighered.com/pearsonhigheredus/educator/product/products_detail.page?isbn=9780672326400&forced_logout=forced_logged_out Attributes • An attribute is a property of a class. It describes a range of values that the property may hold in objects (that is, in instances) of that class. A class may have zero or more attributes. • By convention, a one-word attribute name is written in lower- case letters. If the name consists of more than one word, the words are joined and each word other than the first word begins with an uppercase letter. The list of attribute names begins below a line separating them from the class name. • Every object of the class has a specific value for every attribute. Note that an object’s name begins with a lowercase letter, pre- cedes a colon that precedes the class name, and the whole name is underlined. WashingMachine brandName modelName serialNumber capacity myWasher: WashingMachine brandName = "Laundatorium" modelName = "Washmeister" serialNumber = "GL57774" capacity = 16 An object has a specific value for every one of its class’s attributes. An attribute can show its type as well as a default value. • The UML gives you the option of indicating additional information for attributes. In the icon for the class, you can specify a type for each attribute’s value. Possible types include string, floating-point number, integer, and Boolean (and other enu- merated types). To indicate a type, use a colon to separate the attribute name from the type. You can also indicate a default value for an attribute. a WashingMachine brandName: String = "Laundatorium" modelName: String serialNumber: String capacity: Integer Operations • An operation is something a class can do, and hence it is something that you (or another class) can ask the class to do. • The list of operations begins below a line that separates the operations from the attributes • In the parentheses that follow an operation name, you can show the parameter that the operation works on, along with that parameter’s type. One kind of operation, the function, returns a value after it finishes doing its work. For a function, you can show the value it returns and that value’s type. • These pieces of information about an operation are called the operation’s signa- ture. The first two operations show the type of the parameter. The third and fourth show the type of the return value. WashingMachine brandName modelName serialNumber capacity acceptClothes() acceptDetergent() turnOn() turnOff() WashingMachine brandName modelName serialNumber capacity acceptClothes(c:String) acceptDetergent(d:Integer) turnOn():Boolean turnOff():Boolean Attributes, Operations, and Visualization • In practice, you don’t always show all of a class’s attributes and operations • An ellipsis indicates that the displayed attributes or operations aren’t the whole set. • You can use a keyword to organize a list of attributes or operations. WashingMachine WashingMachine brandName … acceptClothes() … WashingMachine «id info» brandName modelName serialNumber «machine info» capacity «clothes-related» acceptClothes() acceptDetergent() «machine-related» turnOn() turnOff() Responsibilities and Constraints • In a class icon, you can write the class’s responsibilities in an area below the operations list area. WashingMachine brandName modelName serialNumber capacity acceptClothes() acceptDetergent() turnOn() turnOff()
Nov 28, 2021
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