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Kalpaware presents. Demo.

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Presentation on theme: "Kalpaware presents. Demo."— Presentation transcript:

1 Kalpaware presents

2 http://www.kalpaware.com

3 Demo

4 SimNetwork Genre: Real Time Strategy Similar to SimCity Player is a network designer of a large telecommunications firm Game goal: Connect all customers and keep them happy.

5 SimNetwork Educational purpose Educational purpose: teach the fundamental techniques and strategies involved in the design and maintenance of digital communication networks Winning rule Winning rule: player connects all customers and holds acceptable overall customer satisfaction rate in assigned time Losing rule Losing rule: balance falls below certain amount or overall customer satisfaction falls below certain percentage

6 Game Play 3 Levels – Easy, Medium, Hard 3 Levels – Easy, Medium, Hard Customers appear at random Customers appear at random Different types of routers, cables, customers Different types of routers, cables, customers Routers and cables are used to connect customers directly or indirectly Based on the speed of the cable and type of router, different network flow is achieved – which in turn, affects customers’ satisfaction

7 Based on the quality of service provided, a satisfaction rate out of 100% is calculated for each customer Each customer has set of peers it wants to connect to Player is charged monthly maintenance fees for equipment and collects monthly payments from customers Game Play

8 Game Scene Design Mix of 2D sprites and 3D models Mix of 2D sprites and 3D models Toolbars and widgets Toolbars and widgets 2D sprites – tied to mouse input 2D sprites – tied to mouse input Interactive timer and message fields Interactive timer and message fields Widgets for customer negotiation and status of each entity in the game w/keyboard input Widgets for customer negotiation and status of each entity in the game w/keyboard input Accessible in-game help Accessible in-game help Status Bars Status Bars Connection lines to show the flow of traffic Connection lines to show the flow of traffic

9 Game Scene Design Bounding boxes for selected entities and their peers Bounding boxes for selected entities and their peers 3D scene mouse picking 3D scene mouse picking Zoom in/out & camera movements Zoom in/out & camera movements Keyboard assisted movement of the scene Keyboard assisted movement of the scene

10 Lightning scheme – 4 side light sources, 1 main spot light Lightning scheme – 4 side light sources, 1 main spot light Collision detection system (placement of the entities) Collision detection system (placement of the entities) Game Scene Design

11 Game Logic Data structures: 2 types of graphs Data structures: 2 types of graphs Links graph: undirected graphs, one instance Links graph: undirected graphs, one instance Peers graph: directed graphs, one instance peer customer Peers graph: directed graphs, one instance peer customer Algorithm Algorithm Traffic simulation algorithm Traffic simulation algorithm Fuzziness engine Fuzziness engine

12 Simulation algorithm Inputs: links + peers graphs Inputs: links + peers graphs Output: traffic flow Output: traffic flow Problem: Multi commodity circulation with intermediate node capacity Problem: Multi commodity circulation with intermediate node capacity NP-Complete NP-Complete Although size of network is manageable with respect to # of routers, cables, and customers, Brute force algorithm faced with 2^(Total capacity) choices Although size of network is manageable with respect to # of routers, cables, and customers, Brute force algorithm faced with 2^(Total capacity) choices

13 Simulation algorithm Overview of circulation problem c1 r1 r3 r2 c3 p2 c2 p1 D = 10 Mbps D = -5 Mbps 5/10 1/1 1/11

14 Simulation algorithm Alternatives Greedy algorithm Greedy algorithm No greedy algorithm known No greedy algorithm known In general, greedy algorithm faced with exponential local decisions In general, greedy algorithm faced with exponential local decisions Linear programming Linear programming Total linear conditions: N x M x 16 Total linear conditions: N x M x 16 Not guaranteed to perform well in real-time (worst case yields polynomial complexity) Not guaranteed to perform well in real-time (worst case yields polynomial complexity)

15 Simulation Algorithm Design choice Design choice Design choice Dynamic programming approach: remember partial solution and simulate when really necessary Dynamic programming approach: remember partial solution and simulate when really necessary Reduce problem to Max-Flow problem Reduce problem to Max-Flow problem Simulate traffic for each customer independently (# customers passes) Simulate traffic for each customer independently (# customers passes) Combine result in one pass Combine result in one pass Recap flow on the network Recap flow on the network Complexity Complexity Traffic simulation: O(# customer^3) Traffic simulation: O(# customer^3) Combine: O(# customer) Combine: O(# customer) Recap flow: O(# customer + # routers + # cables) Recap flow: O(# customer + # routers + # cables) Not optimum, but works! Not optimum, but works!

16 Fuzziness Engine Generates random events Generates random events Create new customer Create new customer Randomize access patterns Randomize access patterns Create disasters Create disasters Customer requirements (bandwidth and fees) are based on fuzzy trapezoidal possibility distribution Customer requirements (bandwidth and fees) are based on fuzzy trapezoidal possibility distribution

17 Models Designed in Ac3D Designed in Ac3D Models for Customers, Cables and Routers. Models for Customers, Cables and Routers. Customers – Models inspired from Real Life and SimCity. Customers – Models inspired from Real Life and SimCity.

18 Types Types - Residential - Residential - Commercial/Industrial - Commercial/Industrial - Educational - Educational  Initial models : Almost fit to be alien space stations, Mini Castles … space stations, Mini Castles … Models

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29 Textures Jason’s Sci-Fi Jason’s Sci-Fi Photographs Photographs Free textures from the Internet Free textures from the Internet Tried creating textures using TextureMaker – Reichert Software Engineering. Tried creating textures using TextureMaker – Reichert Software Engineering.

30 Audio Effects Background music Background music Home made sounds: Home made sounds: menu selection, menu selection, tool selection, tool selection, demolish, demolish, traffic sounds, traffic sounds, object placement, object placement, Customer pop-up Customer pop-up Royalty Free sounds (downloaded from www.partnersinrhyme.com) Royalty Free sounds (downloaded from www.partnersinrhyme.com) www.partnersinrhyme.com

31 It’s all about FUN Create the right mood with music Create the right mood with music Make customers jump when they appear Make customers jump when they appear Added negotiate concept to personalize interactions with customers Added negotiate concept to personalize interactions with customers Make learning about networks easy and fun Make learning about networks easy and fun Added menu system before game start Added menu system before game start 3 levels of difficulty 3 levels of difficulty Pause button (F10) Pause button (F10)

32 Various Motivations Audio: The Video on Foley Artists! Audio: The Video on Foley Artists! Finite State Machines Finite State Machines A Game is about Winning! A Game is about Winning! Feedback to improve Game! Feedback to improve Game! WooHoo! WooHoo!

33 Future Development Game allows researchers to plug in their own algorithms for evaluating performance Game allows researchers to plug in their own algorithms for evaluating performance With modification, game could be used to teach algorithms on graphs and design of virtually any flow network With modification, game could be used to teach algorithms on graphs and design of virtually any flow network


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