Finding programmable logic within legacy games ported to PC

April 1, 2008

Finding programmable logic within legacy games ported to PC

Finding programmable logic within legacy games ported to PC.

It is not a wonder that today even a kid of 5 years is quite accustomed to high end, graphics rich computer games.
But the population of people programming those games is not quite high as compared to other industries.
What does it take to write a game? How does one create 3d objects? How does one make them controllable? How can one decide the flow of the game? All these questions and innumerably more, as we dig through the subject, are to be answered if we want to multiply the number of game writers.

One of the first steps is to understand your operating system and to have an idea of how one needs write something which our familiar Windows or for that matter Linux PC will understand.
Writing a game is not that simple, but there are ways where by our operating system can understand and interpret the process of writing for a game.
One of the first languages that w need to know is c, c++ and Java and that is not all.
I one is interested in 3d graphics, then one needs to get their hands on 3d engines, 3d graphics drivers and 3d accelerators.
But if you are interested to work on a pinball game or a game or snookers, you might not have to work with 3d graphics.
In case of chess, to make the computer read the moves of a particular player and guess probable next moves, often game programmers incorporate some intelligence using genetic programming or genetic algorithms.
It is basically starting the game knowing nothing about the gamer and as he plays through; his moves for different scenarios are noted.
Depending on the game the programmers come up with a strategy to select moves that would close down the possible chances of good moves of the gamer.
In chess, it would be like for each game and for each move of the gamer, record the position of the pieces (rook or a pawn or the queen) present.
For each piece, identify the locations the piece can traverse in the next move by the computer.
Draw an interception space out of these.
Now find out the pieces of the gamer, which are falling in those intercepted spaces.
Next identify the space where the gamers’ pieces can move.
Under that circumstances note what move the gamer plays.
The options could be that the gamer takes out one of the computer’s pieces or himself moves one of his pieces to safety.
It is important for programmers to understand situations and how the chess pieces would react in such situations.
The values which assume importance for each of these pieces are collected through out and put into a random sampling and mating just like the genetic theory works, so you can basically even cheat the computer by knowing the kind of numbering scheme its using and adequately randomize your moves.
So, you can come up with different moves and obviously the computer gets confused, because the programmable logic is broken.

This way of tracking the pulse of the gamer and deciding moves from the computers part is a small area of a larger field known as Gaming algorithms.
They are hugely in vogue in casinos where every player’s heart beat, pupil dilation, and body electricity is measured to decide the next sequences of moves.
Intelligent and reasonable brains with shock mounted bases are being deployed at various large scale gaming centers just to check and eliminate your chance of winning.

So be ware or be smart if you want the spoils out of your game!