Abstract
In this paper, an approach based on Possibilistic WorkFlow nets is proposed to model mutiplayer game scenarios. In a multiplayer game scenario, the actions of a player may influence, directly or indirectly, the actions of other players. This type of interaction may change the normal flow of activities in the game causing eventually then an uncertain behavior. In this work, the routing structure of WorkFlow nets to model the activities of a multiplayer video game is used. The uncertain reasoning of a possibilistic Petri net is then used to represent the possible interactions between the players. The resulting model (Multiplayer Game activity Model) can then simulate and analyze (qualitatively and quantitatively) the game’s behavior in terms of its gameplay. The video game Tom Clancy’s Ghost Recon: Wildlands is used to illustrate the proposed approach.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
C. Crawford, The Art of Computer Game Design, 1982
V. Gal, C. Le Prado, S. Natkin, and L. Vega, Writing for video games, in Proceedings Laval Virtual (IVRC), 2002
J.P. Zagal, M. Nussbaum, R. Rosas, A model to support the design of multiplayer games. Presence Teleop. Virt. 9(5), 448–462 (2000)
M. Araújo and L. Roque, Modeling games with petri nets, in Breaking New Ground: Innovation in Games, Play, Practice and Theory. DIGRA2009. (Londres, Royaume Uni, 2009)
W. Van Der Aalst, K.M. Van Hee, Workflow Management: Models, Methods, and Systems (MIT press, Cambridge, 2004)
W.M. van der Aalst, The application of petri nets to workflow management. JCSC 8(01), 21–66 (1998)
C. Sibertin-Blanc, Cooperative objects: Principles, use and implementation, Concurrent object-oriented programming and petri nets, pp. 216–246, 2001
J. Cardoso, H. Camargo, Time fuzzy petri nets. Fuzziness in Petri Nets 22, 115–145 (1999)
L. P. de Rezende, S. Julia, and J. Cardoso, Possibilistic workflow nets to deal with non-conformance in process execution, in Systems, Man, and Cybernetics (SMC), 2012 IEEE International Conference on, (IEEE, New Jersey, 2012), pp. 1219–1224
Ubisoft. (2017) Tom clancy’s ghost recon: Wildlands, developed by ubisoft
L. P. d. Rezende, S. Julia, and J. Cardoso, Possibilistic workflow nets for dealing with cancellation regions in business processes, in Proceedings of the 18th International Conference on Enterprise Information Systems, ser. ICEIS 2016, pp. 126–133
J. Cardoso, R. Valette, D. Dubois, Petri nets with uncertain markings, in International Conference on Application and Theory of Petri Nets, (Springer, Berlin, 1989), pp. 64–78
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Barreto, F.M., de Rezende, L.P., Julia, S. (2018). An Approach Based on Possibilistic WorkFlow Nets to Model Multiplayer 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_66
Download citation
DOI: https://doi.org/10.1007/978-3-319-77028-4_66
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-77027-7
Online ISBN: 978-3-319-77028-4
eBook Packages: EngineeringEngineering (R0)