DocumentCode :
170484
Title :
Use case map traversal against sequence breaking
Author :
Shelley, Matthew ; Corriveau, Jean-Pierre ; Wei Shi
Author_Institution :
Sch. of Comput. Sci., Carleton Univ., Ottawa, ON, Canada
fYear :
2014
fDate :
16-18 May 2014
Firstpage :
359
Lastpage :
367
Abstract :
Sequence Breaking is a type of feature interaction conflict that exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game´s subsuming feature - its storyline - is disrupted, as the predefined set of valid event sequences - events being uninterruptable units of functionality that further the game´s story - is not honored, as per the designers´ intentions. We postulate that sequence breaking most often arises through bypassing geographic barriers, cheating, and misunderstanding on the player´s behalf. In this paper, we present an approach to preventing sequence breaking at run-time with the help of Use Case Maps. We create a narrative manager and traversal algorithm to monitor the player´s narrative progress and check the legality of attempted event calls. We verify our solution through test cases and a testing tool, and then show its feasibility through a game we created, concluding that our solution is both sufficient and feasible.
Keywords :
computer games; attempted event calls; cheating; feature interaction conflict; game subsuming feature; geographic barriers; legality; misunderstanding; narrative manager; player narrative progress; sequence breaking; storyline; testing tool; use case map traversal algorithm; video games; Algorithm design and analysis; Games; Geography; Law; Proposals; Testing; narrative; sequence breaking; traversal; use case maps; video games;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Progress in Informatics and Computing (PIC), 2014 International Conference on
Conference_Location :
Shanghai
Print_ISBN :
978-1-4799-2033-4
Type :
conf
DOI :
10.1109/PIC.2014.6972358
Filename :
6972358
Link To Document :
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