Computing Game Design with Automata Theory
Noman Sohaib Qureshi1, Hassan Mushtaq2, Muhammad Shehzad Aslam2, Muhammad Ahsan2, Mohsin Ali2 and Muhammad Aqib Atta2 the designed automata is divided into weapon, select, move, action and game sets. States are assigned labels or tags and are explained. The state routing in game is smooth at from level one to level five and it is designed and constructed using DFSA and NDFSA tools. II. EXISTING WORK REVIEW In 1950, John Nash [1] demonstrated that finite games have always have an equilibrium point, at which all players choose actions which are best for them given their opponents choices. This central concept of non-cooperative game theory has been a focal point of analysis since then. In the 1950s and 1960s, game theory was expanded theoretically and applied to other problems such as war and politics. As a mathematical tool for the decision-maker the strength of game theory is the methodology which provides structuring and analyzing problems. The formal modeling of a situation as a game requires the decision-maker to enumerate explicitly the players and their strategic options, and to consider their preferences. So game theory plays a vital role in game designing [2]. Clock games are other games using a clock in which player has to perform some actions in specific duration. These things can be handled by using the tools of game theory. Players in clock games must decide the timing of some strategic action. First, unlike the theory model, it is found that a longer time duration before players received the signal that the time was "ripe" led to shorter delay and, in some cases, no delay at all. The force of the "calendar" effect differed depending on the speed of information diffusion. Finally, the possibility of mistakes, especially when moves were observable, led to less herding behavior than was predicted by the theory