Automata Theory: International Journal of Multidisciplinary Science and Engineering

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INTERNATIONAL J OURNAL OF M ULTIDISCIPLINARY S CIENCES AND ENGINEERING, VOL . 3, NO. 5, M AY 2012

Computing Game Design with Automata Theory
Noman Sohaib Qureshi1, Hassan Mushtaq2, Muhammad Shehzad Aslam2, Muhammad Ahsan2, Mohsin Ali2 and Muhammad Aqib Atta2 the designed automata is divided into weapon, select, move, action and game sets. States are assigned labels or tags and are explained. The state routing in game is smooth at from level one to level five and it is designed and constructed using DFSA and NDFSA tools. II. EXISTING WORK REVIEW In 1950, John Nash [1] demonstrated that finite games have always have an equilibrium point, at which all players choose actions which are best for them given their opponents choices. This central concept of non-cooperative game theory has been a focal point of analysis since then. In the 1950s and 1960s, game theory was expanded theoretically and applied to other problems such as war and politics. As a mathematical tool for the decision-maker the strength of game theory is the methodology which provides structuring and analyzing problems. The formal modeling of a situation as a game requires the decision-maker to enumerate explicitly the players and their strategic options, and to consider their preferences. So game theory plays a vital role in game designing [2]. Clock games are other games using a clock in which player has to perform some actions in specific duration. These things can be handled by using the tools of game theory. Players in clock games must decide the timing of some strategic action. First, unlike the theory model, it is found that a longer time duration before players received the signal that the time was "ripe" led to shorter delay and, in some cases, no delay at all. The force of the "calendar" effect differed depending on the speed of information diffusion. Finally, the possibility of mistakes, especially when moves were observable, led to less herding behavior than was predicted by the theory [3]. In game theory usually analyses is performed regarding decision-making processes in various fields. There are different methods of solving decision related problems. Game theory focuses on one end on the problem solution from one player’s point of view, whereas on the other end it also solves the problems in the interaction among many players. Much of the game theory is concerned with finite, discrete games which have a finite number of players, moves, events and outcomes etc. Many researchers from multidisciplinary fields have worked and applied the game theory in construction engineering and management domains. Game theory is an appropriate approach for decision making in construction engineering and management processes to solving different problem from real life [4].

Abstract– Use of Computational and Automata Theory is common now a day in lexical analysis in compilers and programming languages, morphological analysis, image compression, bioinformatics etc. However in computer games and computing game theory its use is not widespread. This paper summarizes the design of an arcade game using automata theory tools. Deterministic finite state automaton (DFSA) and nondeterministic finite state automaton (NDFSA) are used primarily in various levels of designing the game. Keywords– Morphological analysis, Image Compression, DFSA and NDFSA

I. INTRODUCTION lan Turing, the great scientist, and father of computing has contributed to the birth of automata theory and the biggest contribution ‘Turing Machines’ has almost solved David Hilbert’s famous 10th problem. Though usage of these computational tools is common at macro level research areas however in disciplines like computer video games, it is in its inception. And there is room for research in this area. Computational and automata tools may play a significant advancement role in the design and development of computer games and computing game theory. In this paper an effort is done to promote usage of these...
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