Uma abordagem baseada em Redes de Petri para Modelagem, Análise e Simulação de Cenários de Vídeo Games Singleplayer e Multiplayer
Ano de defesa: | 2020 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Tese |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Uberlândia
Brasil Programa de Pós-graduação em Ciência da Computação |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufu.br/handle/123456789/30604 http://doi.org/10.14393/ufu.te.2020.754 |
Resumo: | This work aims to present an approach for the modeling and formal analysis of vi- deogame scenarios, using the formalism of Petri nets. This work considers singleplayer games and multiplayer games. A videogame scenario is considered to be a sequence of actions performed by the player. The representation of the actions that the player needs to perform in order to achieve the objective of the game can be represented by means of a WorkFlow net. The virtual world where the game takes place can be described through a topological map represented by a particular type of Petri net called state graph. Both models are formally defined and named, respectively, Logical Model and Topological Mo- del. The communication mechanisms that exist between the two models (Logical and Topological) are specified through Colored Petri nets and implemented using CPN Tools. The timed version of the Logical Model presents the minimum, average and maximum activity durations of a game scenario through exponential random time distributions. The timed version of the Topological Model shows the minimum and maximum times it takes a player to access the various areas of the virtual world through uniform random time distributions. Based on the timed Logical and Topological models, a simulation method is proposed to estimate the average durations of the game times. The second part pro- posed in this work concerns the formal modeling of game scenarios in the multiplayer case. For this, a new Logical Model based on Possibilistic Workflow nets is defined that allows to represent the possibilities of interaction between players and the consequences of such interactions in terms of gameplay. The Topological Model in the multiplayer case is based on the state graphs and allows the areas of the virtual world to be shared between two or more players. An implemented version of the model is produced in the form of a Colored Petri net interpreted using CPN Tools. A method for the study of gameplay is also proposed using activity monitors and simulation replication considering different scenarios. Thus, it is possible to estimate the duration of a multiplayer game as well as the role of each player in the game. The games Silent Hill II and Tom Clancy’s Ghost Recon: Wildlands serve as illustrative examples to validate the approaches proposed in this work. |