Story manager in 'Europe 2045' uses Petri nets
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Citations
Implementing digital game-based learning in schools: augmented learning environment of `Europe 2045'
Modeling Games with Petri Nets
Designing an educational game: case study of 'Europe 2045'
How to evaluate competencies in game-based learning systems automatically?
References
An Introduction to MultiAgent Systems
Replaying history: learning world history through playing civilization iii
Fearnot!: an experiment in emergent narrative
Related Papers (5)
Frequently Asked Questions (13)
Q2. What is the candidate technique for the dFSM?
The best candidate technique the authors found was Petri Nets, which is a specification technique frequently used in software engineering.
Q3. What is the way to mark a token?
3) For every token that is marked more than once: trigger the appropriate conflict-resolving triggerand consequently unmark one or more actions.
Q4. What is the funding source for the project?
The project “Integration of IT Tools into Education of Humanities” is financed by the European Social Fund, the state budget of the Czech Republic, and by the budget of Municipal House Prague.
Q5. What is the disadvantage of using the HTN formalism?
Since the authors are interested in pre-specified plots but not in automatic story construction (because the story must fit into the formal curricula), to use the HTN (“hierarchical-task network”) formalism would be like using a sledgehammer to crack a walnut, with having the unintelligibility disadvantage.
Q6. What is the default mechanism for conflict resolving?
The default conflictresolving mechanism is to unmark one action randomly, but more elaborated solutions can be used, e.g. prioritising the actions.
Q7. What are the strengths of Petri Nets?
For this strength, the authors favoured Petri Nets over deterministic finite state machines, beat-approach of Michael Mateas, and HTN planning formalism.
Q8. What would be the advantages of using Petri Nets in the future?
To facilitate the development process, the authors would benefit from a graphical authoring tool, especially because the authors aimed at creating a second campaign and several undergraduate humanities students, who do not know PHP, develop other campaigns as a part of their university course.
Q9. What are the different campaigns that are included in the game?
New campaign also comprises distinctive animations for the TV, articles for the newspaper, items for the in-game encyclopaedia, teachers manual, and handouts for students.
Q10. What are the types of triggers used in the game?
Similarly to [1], containers with the triggers are depicted as a double circle ( ), as opposed to containers without a trigger ( ).
Q11. What is the main reason for the research?
The research on usage of Petri Nets in storytelling was partially supported by the Program “Information Society” under project 1ET100300517, and by the Ministry of Education of the Czech Republic (Res. Project MSM0021620838).
Q12. What are some of the issues that require a decision to be taken by the players?
Some affairs introduce issues that require decision to be taken by the players (e.g. accepting another state’s proposal, sending humanitarian mission to the area of a conflict, etc.).
Q13. What is the way to tackle e?
To tackle e), one could introduce a “presentation layer” for an HTN system to disguise the underlying representation and develop an authoring interface; however, this is time-consuming activity.