The software engineering process in video game development is not clearly understood, hindering the development of reliable practices and processes for this field. An investigation of factors leading to success or failure in video game development suggests that many failures can be traced to problems with the transition from preproduction to production. Three examples, drawn from real video games, illustrate specific problems: 1) how to transform documentation from its preproduction form to a form that can be used as a basis for production, 2) how to identify implied information in preproduction documents, and 3) how to apply domain knowledge without hindering the creative process. We identify 3 levels of implication and show that there is a strong correlation between experience and the ability to identify issues at each level. The accumulated evidence clearly identifies the need to extend traditional requirements engineering techniques to support the creative process in video game development.
This work examines important issues in probabilistic temporal representation and reasoning using Bayesian networks (also known as belief networks). The representation proposed here utilizes temporal (or dynamic) probabilities to represent facts, events, and the effects of events. The architecture of a belief network may change with time to indicate a different causal context. Probability variations with time capture temporal properties such as persistence and causation. They also capture event interaction, and when the interaction between events follows known models such as the competing risks model, the additive model, or the dominating event model, the net effect of many interacting events on the temporal probabilities can be calculated efficiently. This representation of reasoning also exploits the notion of temporal degeneration of relevance due to information obsolescence to improve the efficiency.
A user/student model must be revised when new information about the user/student is obtained. But a sophisticated user/student model is a complex structure that contains different types of knowledge. Different techniques may be needed for revising different types of knowledge. This paper presents a student model maintenance system (SMMS) which deals with revision of two important types of knowledge in student models: deductive knowledge and stereotypical knowledge. In the SMMS, deductive knowledge is represented by justified beliefs. Its revision is accomplished by a combination of techniques involving reason maintenance and formal diagnosis. Stereotypical knowledge is represented in the Default Package Network (DPN). The DPN is a knowledge partitioning hierarchy in which each node contains concepts in a sub-domain. Revision of stereotypical knowledge is realized by propagating new information through the DPN to change default packages (stereotypes) of the nodes in the DPN. A revision of deductive knowledge may trigger a revision of stereotypical knowledge, which results in a desirable student model in which the two types of knowledge exist harmoniously.
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