A Prototype using Territories and an Affordance Tree for Social Simulation Gameplay

Tilman Geishauser, Yun-Gyung Cheong, Mark Nelson

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

Abstract

Smart objects are a representation strategy for games and virtual worlds, in which information about object interac- tions is distributed into the ob jects themselves: an ob ject knows how it can be used, what kinds of effects it has, etc. In this work, we describe a prototype that aims to explore so- cial simulation using smart objects. We extend the concept of smart objects to include a model of human behavior with regard to territoriality. To manage complexity in worlds with many such objects we employ a tree structure, which we call an Affordance Tree. The Affordance Tree allows the spatial containment of the affordances in the environment to be hierarchically organized.
Original languageEnglish
Title of host publicationProceedings of the 9th International Conference on the Foundations of Digital Games : FDG 2014 Proceedings
Number of pages2
PublisherSociety for the Advancement of the Science of Digital Games
Publication date3 Apr 2014
ISBN (Print)978-0-9913982-2-5
Publication statusPublished - 3 Apr 2014
Event The 9th International Conference on the Foundations of Digital Games - Ft. Lauderdale, FL, United States
Duration: 3 Apr 20147 Apr 2014
Conference number: 9
http://www.fdg2014.org/

Conference

Conference The 9th International Conference on the Foundations of Digital Games
Number9
Country/TerritoryUnited States
City Ft. Lauderdale, FL,
Period03/04/201407/04/2014
Internet address

Keywords

  • Smart Objects
  • Social Simulation
  • Human Behavior Modeling
  • Territoriality
  • Affordance Tree

Fingerprint

Dive into the research topics of 'A Prototype using Territories and an Affordance Tree for Social Simulation Gameplay'. Together they form a unique fingerprint.

Cite this