Abstract
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.
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Notes
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At first, these values were defined only for test purposes. As future work it will be interesting to consider a more accurate study to determine e with more precision.
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Acknowledgment
The authors would like to thank FAPEMIG, FAPEG, CAPES and CNPq for financial support.
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Barreto, F.M., de Freitas, J.C.J., Julia, S. (2018). A Timed Petri Net Model to Specify Scenarios of Video Games. In: Latifi, S. (eds) Information Technology - New Generations. Advances in Intelligent Systems and Computing, vol 738. Springer, Cham. https://doi.org/10.1007/978-3-319-77028-4_61
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