Modelagem e análise de vídeo games baseadas em WorkFlow nets e grafos de estado

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Barreto, Franciny Medeiros
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Uberlândia
BR
Programa de Pós-graduação em Ciência da Computação
Ciências Exatas e da Terra
UFU
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://repositorio.ufu.br/handle/123456789/12585
https://doi.org/10.14393/ufu.di.2015.192
Resumo: This work presents a method for the modeling and qualitative analysis of video games scenarios based on WorkFlow nets and state graphs for aiding in the design process of video games. In general, a game has a set of activities that must be performed to reach a certain goal of the game, as well as a virtual world where these activities are performed. To model these activities, WorkFlow-nets (Petri nets representing workflow processes) are used. The virtual world is described through a topological map composed of several connected areas. The areas of the virtual world the player will encounter during his evolution in the game are formally represented by a kind of Petri net called state graph. A communication mechanism, also based on Petri nets, is presented and aims to show the interactions that exist between the activity model and the topological map. The qualitative analysis will be performed at a global model level (activity model + topological map). The method proposed for the analysis is based on an algorithm used to verify the soundness property of processes. This method will allow in particular the verification of the consistency of video game scenarios in gameplay terms. The CPN Tools is used for graphical representation of the models and to perform qualitative analysis. The advantage of the proposed approach in this work is the formalization of the existing activity flow in a video game and of the virtual world through a same formalism. The creation of a communication mechanism is important in order for both models to work together and be able to simulate the game s behavior. Thus, a global analysis of the game can be performed to check the consistency of the activities and of the virtual world. The fact of working with the CPN Tools allows to perform automatically the state space analysis through the analysis functionalities of the tool. With the CPN Tools is also possible to represent graphically the models in a simply and clearly way using hierarchical modeling resources.