A Timed Petri Net Model to Specify Scenarios of Video Games

  • Franciny M. Barreto
  • Joslaine Cristina Jeske de Freitas
  • Stéphane Julia
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 738)


In this paper, an approach based on Petri nets for the design process of video games is presented. A WorkFlow net is used to represent the activities the player will perform in a video game. The main areas of the virtual world that the player will encounter during the game are modeled through a kind of Petri net named State Graph. A timed version of the WorkFlow net (that models the activities of the game) and of the State Graph (that models the topological map of the game) is presented in order to produce an estimated time that corresponds to the effective duration a player will need to complete a specific level of a game. The simulation software CPN Tools is used to simulate both models and show, through a kind of quantitative analysis, the influence that one model has over the other. The video game Silent Hill II is used to illustrate the proposed approach.


Modeling Petri nets Video games Timed petri nets WorkFlow net 



The authors would like to thank FAPEMIG, FAPEG, CAPES and CNPq for financial support.


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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Franciny M. Barreto
    • 1
  • Joslaine Cristina Jeske de Freitas
    • 1
  • Stéphane Julia
    • 2
  1. 1.Federal University of GoiásJataíBrazil
  2. 2.Faculty of Computer ScienceFederal University of UberlândiaUberlândiaBrazil

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