Meetings   
   

Meetings

This is an overview of all the meetings I had with Prof. Van Gheluwe.

28/11/13
Planned. TODO : small modifications and first draft of report.

14/11/13
Discussed syntax for event raising and triggering. Reviewed tests. Discussion on initial enter actions. Renamed the concept of inner- and outerfirst to conflict resolving.

7/11/13
Talked about the transition target and INSTATE macro. The state can be presented XPath like. (So from root '/', relative and to parent '..'.)
State id's only have to be unique on sibling level, no longer at statechart level.

Discussion on non-determinism. Multiple enabled transitions at the same level should trigger a run-time warning.

28/10
Status update. Discussion on how to perform tests. Started on report.

27/08/13
Agreed on the subject for the internships and the thesis. Also sorted out some compiler-related questions, how the code should be tested and what has to be part of the report.
The distribution of work :
  • RS1 : Statechart compiler prototype in python
  • RS2 : Port to C# and integration with Unity
  • Thesis : Modelling- and experimenting-environment in Unity

02/07/13
Discussed how the compiler should work.
  • Input/Output ports to communicate with other entities.
  • Different types of event casting: localcast, narrowcast and broadcast
  • ...

28/05/13
Received multiple theses about statechart compilers. The goal is to merge these into a compiler usable for Unity.
  • I start off with Reehan Shaik's compiler where I'll replace the input method that depends on AToM3 to an XML format that will contain SCXML and class diagrams. I will need to figure out a way how to present the class diagram in XML.
  • The XML then has to be transformed to some kind of data structure, like the ASG tree from AToM3.
  • This will then be followed by conformance checking. We check if the set of statecharts and classdiagrams are valid.
  • And as a last step, code will be generated from the data structure.
A prototype will be built in python, which will be eventually ported to C#.

06/05/13
Reviewed the risk analysis. (Success)
Back to reading :
  • Correspondence mappings
  • SCXML to Javascript compiler

22/04/13
Discussing design of the statechart editor in Unity.
Research :
  • Build prototype
  • Can the game communicate with the editor environment?

16/04/13
Research :
  • Is code-generation possible in Unity?
  • What are the scheduling options in Unity?
  • What happens with events that get scheduled on the same frame?
  • Can we handle mouse events?

05/03/13
What statechart compiler?
  • Existing compiler (JS target language)
  • Build own (C# target language)
What statechart editor? Build one in Unity?
How to convince people?
  • Make tool available in Unity Asset Store?
  • Let people build the same AI with and without the use of statecharts?

26/02/13
Discuss the different possible options.
Architecture?
  • Build own game architecture?
  • Use existing architecture?
    • Academic? Panda3D
    • Commercial? Source,Unity,CryEngine,Unreal/UDK
  • Use the architecture of an AI competition?
    • AI Sandbox (Killzone)
    • Tank Wars (EA)
    • AI Challenge Ants (Google)
Statechart representation, SCXML?
Target language for compiler?
In the end we want to be able to evaluate the AI and create the perfect one. (Playability)

30/11/12
Discuss relevant project for the Model Driven Engineering course.

07/11/12
Discuss subject for research internships and thesis.
Todo :
  • Contact Gino Wuytjens for his thesis and read his final paper.
  • Research which directions we can head in to convince the gaming industry of modelling NPC behaviour with statecharts..
Maintained by Glenn De Jonghe. Last Modified: 2013/11/18 04:01:42.