In this paper a prey-predator video game is presented. In the video game two predators chase a prey that tries to avoid the capture by the predators and to reach a location in space (i.e. its “home”). The prey is animated by a human player (using a joypad), the predators are automated players whose behaviour is decided by the video game engine. The purpose of the video game is to show how to use mathematical models to build a simple prey-predator dynamics representing a physical system where the movements of the game actors satisfy Newton’s dynamical principle and the behaviour of the automated players simulates a simple form of intelligence. The game is based on a simple set of ordinary differential equations. These differential equations are used in classical mechanics to describe the dynamics of a set of point masses subject to a force chosen by the human player, elastic forces and friction forces (i.e. viscous damping). The software that implements the video game is written in C++ and Delphi.

A Video Game Based on Elementary Differential Equations / Giacinti, Marco; Mariani, Francesca; Recchioni, MARIA CRISTINA; Francesco, Zirilli. - In: INTELLIGENT CONTROL AND AUTOMATION. - ISSN 2153-0653. - 4:3(2013), pp. 250-262. [10.4236/ica.2013.43030]

A Video Game Based on Elementary Differential Equations

GIACINTI, MARCO;MARIANI, Francesca;RECCHIONI, MARIA CRISTINA;
2013-01-01

Abstract

In this paper a prey-predator video game is presented. In the video game two predators chase a prey that tries to avoid the capture by the predators and to reach a location in space (i.e. its “home”). The prey is animated by a human player (using a joypad), the predators are automated players whose behaviour is decided by the video game engine. The purpose of the video game is to show how to use mathematical models to build a simple prey-predator dynamics representing a physical system where the movements of the game actors satisfy Newton’s dynamical principle and the behaviour of the automated players simulates a simple form of intelligence. The game is based on a simple set of ordinary differential equations. These differential equations are used in classical mechanics to describe the dynamics of a set of point masses subject to a force chosen by the human player, elastic forces and friction forces (i.e. viscous damping). The software that implements the video game is written in C++ and Delphi.
2013
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11566/112872
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