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A PBD Approach to Game Development Using Geometric Reasoning: Matrixx

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Users create 'sims' - interactive games or simulations. Related Work ... 2 high school students to each complete one 45-minute session ... – PowerPoint PPT presentation

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Title: A PBD Approach to Game Development Using Geometric Reasoning: Matrixx


1
A PBD Approach to Game Development Using
Geometric Reasoning Matrixx
Presented By
Karlene Williams
2
Outline
  • Background
  • Stagecast Creator
  • Related Works
  • Concept Geometric Reasoning
  • Programming Language Matrixx
  • Programming Approach
  • Language design
  • Language features
  • Evaluation Strategy
  • Question Comments

3
Background
  • Objective
  • To explore effectiveness of a PBD approach in
    supporting children in their construction of
    simple games.
  • Domain Game development
  • End Users Children 10 16, novice programmers
  • Motivation
  • Drawbacks of Stagecast Creator
  • Move programming closer to the way children
    actually think
  • Enhance childrens puzzle-solving techniques

4
Stagecast Creator
  • Visual programming environment for kids
  • Programming by demonstration (PBD)
  • Visual before-after rules
  • Users create sims - interactive games or
    simulations

5
Related Work
  • Degrees of Comprehension Childrens
    Understanding of a Visual Programming Environment
    (Rader et al, 1997)
  • single user studies with KidSim
  • young and old elementary school participants
  • younger participants were unable to master most
    programming concepts

6
Related Work (Cont.)
  • How does a visual simulation program support
    students creating science models
    (Cathy Brand et al, 1996)
  • University of Colorado researchers
  • Worked with 4th 5th graders to create animated
    computer models of scientific concepts covered in
    their curriculum
  • Children hated rule making process of Stagecast
    creator. They suggested that improving the rule
    making process would enhance the application

7
Current Work - Matrixx
  • Visual programming environment for kids
  • Programming by demonstration (PBD)
  • Rule-Based programming
  • Automatic rule generation via geometric
    reasoning!!! (based on demonstration)
  • Users create interactive games or simulations

8
Geometric Reasoning
  • About effectively planning the motion of objects
    in geometrically complex situations (scenes)
  • Discipline of Computational Geometry
  • ORourke et al defines it as the study of
    algorithms for solving geometric problems on a
    computer 1
  • Connected to the mathematical discipline of
    discrete and combinatorial geometry 3
  • Problem difficult to formalize with uniform
    concept!!!

9
Geometric Reasoning Current Work
  • Martixx is an intelligent application - reasoning
    about the motions and interactions of geometric
    objects.
  • Assumptions
  • Exact and complete representation of the objects
    and their relative positions are available.
  • Automated motion planning to some extent
  • Restriction to translational motion
  • Current distance (at point of PBD) from predator
    is minimum distance allowed from victim. E.g. Fish

10
Geometric Reasoning Current Work
  • Character motion planning problem (following
    3)
  • Given a character C at some initial position ps
    and a finite collection of obstacles O. The task
    is to plan motions that will take C from ps to
    some goal position pg without colliding with any
    of the obstacles or violating any constraint
    previously demonstrated by the user.

11
Creating a Game Basic Steps
  • Select new game
  • Enter name, grid size (pixel), level
  • Select level - what terminates level?
  • Drag drop background and characters on grid
    add sound effects
  • Demonstrate rules of game

12
New Open Levels Close Save Save As Exit
___The Interface__________
13
___The Interface__________
?
14
Language Design
  • Abstraction
  • Entire grid environment represented as an object
    that maintains state knowledge
  • stores relative positions of objects as geometric
    values.
  • stores info. about which grid is occupied by
    which character/object.
  • Each grid is represented as an object with
  • a unique ID
  • status (occupied/vacant)
  • Each character is represented as an object with
  • unique ID
  • status (selected/unselected)

15
Language Design
  • Control structures can be represented
  • Eg. Selecting Stop At gt position and
    identifying position, generates a rule that says
  • if grid layout ! (some value), Then (play
    on)
  • Moves A character/object can be programmed to
    move
  • one tile left, right, up or
    down as long as the tile
  • is vacant
  • Relative motion Used to define how a character
    (victim)
  • should move in
    response to another
  • characters
    (predator)

?
16
Language Features
  • Modes
  • Play/Create
  • Edit
  • Preview/Test
  • Preview pane that shows simulation
  • of game as it is being created
  • Editing user scrolls time bar to
  • required spot and make changes
  • Levels Games may have multiple levels

Edit
17
Language Features
  • Toolbox
  • Environments
  • Characters
  • Animation
  • Sounds
  • Speed

18
Language Features Contd.
  • Event Control
  • Start At
  • Stop At
  • (Display)


? ?
19
Creating Rules - Stagecast Creator
Task Create a rule to make Bingo walk to the
right.
20
Creating Rules - Matrix
21
Creating Rules - Matrix
22
Creating Rules Relative motion
23
Creating Rules - Relative motion
24
Testing Strategy
  • 2 high school students to each complete one
    45-minute session
  • Complete short tutorial activity to learn how to
    use Matrixx
  • Complete several small programming tasks

25
Evaluation Strategy
  • Three techniques to be applied
  • Talk Aloud Protocol
  • Heuristic evaluation (system checklist - Xerox
    Corp.)
  • CD analysis
  • Data collection through direct observation -
    field notes, coding sheet and questionnaires
  • Identify situations that might indicate glitches
    in language design

26
Comments
  • Difficult to formalize with uniform concept
  • Collaborative learning for team development and
    Social interaction)
  • Educational benefits
  • Maintained critical thinking
  • Higher levels evaluation, synthesis
  • Higher retention

27
References
  • 1 J. ORourke. Computational Geometry in C.
    Cambridge University Press, Cambridge, 1994.
  • 2 H. Edelsbrunner. Algorithms in Combinatorial
    Geometry. Springer, Heidelberg, 1987.
  • 3 F. Schwarzer. Geometric Reasoning About
    Translational Motions. 2000. Retrieved from the
    Worl Wide Web on November 25, 2003
    http//www9.in.tum.de/publications/2000/Diss-2000-
    Schwarzer.pdf

28
Questions ?
29
The End
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