Re: Graph based game model
Status: Alpha
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cwalther
From: Christian W. <cwa...@gm...> - 2008-11-12 17:31:23
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Interesting theory! The location graph seems a natural concept for a Pipmak game, judging from my own and rivenwanderer's use of it. My intention is that one day you will be able to view and graphically manipulate that graph in Pipmak itself. Your idea of extending the graph to the game state is interesting, I've never thought of that. I might have to spend a bit more thought on it to recognize its usefulness. Can you give some more examples of problems that your final software would help solve? I mean, "can the game be finished at all?" is an interesting question from a theoretical point of view, but I doubt that anyone would design a game complex enough that they would need the help of specialized software to arrive at the answer "yes". Would your software somehow display the graph, or is the graph only a theoretical concept used internally? Does it even need to explicitly know the full graph (derivation of which seems like a non-trivial problem in itself), or can some insight be gained already from abstract graph theory, with limited input? What kind of input would it take, anyway? Some questions spring to my mind right away: What if the effect of some user action does not only depend on the current node and the state table, but also on time or on a (pseudo-)random number or something like that? Does your model cover that too? If it does, is the resulting graph still small enough to be of any practical use? What if some dimensions are continuous? Does graph theory apply to graphs with uncountably many vertices? Or are you relying on the fact that in a digital representation, all dimensions are necessarily finite? Does your system for determining what to render take into account that some of the dimensions that apply to a particular node can be "separable"? E.g. when I have a lever with two states, and on its handle a light that can be either red or blue, then I need to render patches for all four combinations (the whole cartesian product): on-red, off-red, on-blue, off-blue. But when the lever and the light are in different parts of the screen, I only need to render two images, one with both on, one with both off, and can get two independent patches from them that together can represent all four states. Rendering all four combinations would still work, but in a situation of realistic complexity would be a gigantic waste of resources. -Christian |