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1、ANEWMETHODOLOGYFORSPATIOTEMPORALGAMEDESIGNStéphaneNatkinandLilianaVegaStefanM.Grünvogel*CentreDeRechercheenInformatiqueduCNAMNOMADSLabConservatoireNationaldesArtsetMétiersNonlinearMedia:Art,DevelopmentandScience292,rueStMartin-75003Paris,FrancePiusstr.40,D-50823Köln,GermanyE-mail
2、s:{natkin,lvega}@cnam.frE-mail:gruenvogel@nomadslab.orgKEYWORDSAlthoughthisseemstobeatrivialexample,inrealgamesdifferenttaskscanchangethetopologyofthevirtualspaceGamedesign,spatiotemporalrelations,Petrinet,reachabilityinaquitecomplexway,suchthatitisnoteasytopreventthetree,hypergr
3、aph,hyperedgereplacement,connectiongamedesignerfromtheseorsimilarerrors.Inthisarticle,weconcentrateonthemodelingofABSTRACTspatiotemporalrelationshipsofgames.Westartbygivingashortoverviewofcommondesignpractices.TheWeproposeanewformalapproachforthedesignprocessofdifferentiationinto
4、gameandleveldesignisreflectedbythecomputergames,whichinvolvesthemodelingoftwofollowingsections.SpecialPetriNetsareusedtodefinespatiotemporalrelationships.Logicalandtemporalthemissionsofagame,andhypergraphsforcharacterizingtransactionsaremodeledusingPetriNetsandtopologicalthetopol
5、ogyofthevirtualspace.Tobringthesetworelationshipsofthegameuniversebyhypergraphs.Forstructurestogetherwedefineafterthatconnectionsandsplicingthesestructures,weintroduceconnectionswhichdescribetheirbasicapplications.relatehyperedgereplacementwiththereachabilitytreeofthePetriNet.Byu
6、singtheseconstructsflexiblechangesandGAMEANDLEVELDESIGNthevalidationofcertainpropertiesofthemissionscanbeaccomplished.Inthisarticleweconsiderthedesignprocessofacomputergamefromindustry’sclassicalpointofview.ThisprocessisINTRODUCTIONdecomposedintotwophases:GameDesignandLevelDesign
7、.ForthedescriptionofbothacommonmethodistoGamedesignisadifficulttaskthatcombinesartisticandusegamedesigndocuments.Thesedocumentsdefinethetechnicalprocesses.Consideringtheinteractivenatureofdifferentelementsofgamedesignandillustratethegamecomputergamesand,especially,theirmaingoal(t
8、oconcept:scenario,gameandlevelmissions,c