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Collaborating Authors

 Llansó, David


A Declarative Domain Model Can Serve as Design Document

AAAI Conferences

Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and a form of contract between designers and programmers. We show how this model, including entities and actions relevant for the game design, can also serve to support debugging tools for game designers.


Knowledge Guided Development of Videogames

AAAI Conferences

Due to the changing nature of videogames, the component-based architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components.