Modelagem e análise de video games usando as workflow nets e a lógica linear
Ano de defesa: | 2012 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
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
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Departamento: |
Não Informado pela instituição
|
País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufu.br/handle/123456789/12536 https://doi.org/10.14393/ufu.di.2012.124 |
Resumo: | The objective of this work is to present an approach based onWorkFlow net and Linear Logic for the design process of video games. The main idea consists of representing the scenarios existing at a quest level by a particular type of Petri net called WorkFlow net. A kind of qualitative analysis based on the proof trees of linear logic can then be performed in order to prove the correctness of the soundness property which corresponds to a consistent quest from the point of view of the game. The quantitative analysis is concerned with the planning of the gameplay time of a quest. It is base on version of t-time WorkFlow nets and symbolic date calculation derived from the sequent calculus of linear logic. An extended version of the WorkFlow nets which allows the inclusion of discrete resources permits representing in a formal way, the dierent items that the player can nd and use during the quests of the game. Parts of the game The Legend of Zelda: Oracle of Ages are used to illustrate the proposed approach. |