short notes is a journal on software, systems, engineering practices among other things.
Copyright © 2002-2006 short notes. All rights reserved.    contact address: email to the editor   ISSN 1543-6489

short notes
 
Friday, 13. December 2002

Games for enterprise computing


From the latest Contours we find this gem:
The problem: Most software used in large organizations (business, academic, government, etc.) is complex only at the level of implementation -- the real behavior is simple. Invoices are totaled. Invoices are mailed. Accounts are balanced. Appointments are made in a deterministic fashion. ("If exchange server shows her available at 10:20 tomorrow, schedule her to meet with the downsizing committee").
The gaming world frequently addresses more interesting issues. These days game developers study physics [and] (what passes for) AI. The problems of moving a ship through space may have more in common with processing an invoice or an appointment than one might expect.

A limted solution: For example, software that supports workflow is being used for more sophisticated approaches for handling invoices and appointments. (IBM, Microsoft, Bea are working on Business Process Execution Language for Web Services (BPEL4WS) and other flow specifications). The specifications attempt to handle well defined interactions. It’s not clear, however, that ‘well defined’ is good enough to support rich behavior in an organizational context in which personnel,organizational relationships (partners, competitors, etc.), and requirements are constantly shifting.

A deeper solution? Metaphors from the physical world may be more appropriate and the game developers may have a leg up.

See also previous short notes on agents and on business process management (parts one, two and three).

Steven Johnson's essay in Wired about AI in the latest games provides a generalist overview on how AI is changing games.


 

 
Published since 2002-04-23
Updated: 2010-10-16
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