Modelling Computer Games
A series exploring how to model computer games using dynamical systems and lenses.
These posts aim to create mathematical foundations for game-specific programming languages by modeling games as formal mathematical objects. They progress from simple turn-based games to more complex real-time systems with multiple interacting agents.
The Model
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Towards a Mathematical Model of Computer Games
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Modelling Tic-Tac-Toe
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Partial Systems
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Modelling MegaZeux
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Loose Ends and Future Directions