Publicação
Using petri nets for analysis of navigation paths in constrained graphs – application to roguelike games
| Resumo: | In many areas of application, graphs have been used to support path planning addressing navigation challenges in dynamic environments. Applications target very diverse areas, ranging from manufacturing and robotics to video games, including georeferencing applications in our daily lives considering real-time traffic conditions. This paper focuses on applications where navigation through a predefined map consisting of distinct areas (rooms or nodes) connected by pathways needs to be defined. Roguelike games, a genre defined by procedurally generated environments and random map creation, are used to validate the proposal. Navigation is constrained by resource availability and specific conditions that allow or block movement between adjacent areas. Players can collect specific resources in visited areas, which can be used to allow/unlock passages. The main goals include determining whether, given a specific randomly generated map/graph, along with all associated constraints and resources, the game is inviable (when it is not possible to reach the final area of the game), non-viable (when depending on the player’s options, it is possible or not to reach the final goal), or viable (when the ultimate goal area can always be reached regardless of user’s choices over time). This paper proposes a strategy for translating the map and associated graph into a Petri net model. Then, the viability level of the game can be determined by constructing and analyzing the associated reachability graph from the Petri net model. A set of examples are presented illustrating typical situations. |
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| Autores principais: | Gomes, Luis |
| Outros Autores: | Ribeiro-Gomes, José; Barros, João Paulo |
| Assunto: | Procedurally generated games Graph analysis Reachability graphs Petri nets |
| Ano: | 2024 |
| País: | Portugal |
| Tipo de documento: | comunicação em conferência |
| Tipo de acesso: | acesso aberto |
| Instituição associada: | Instituto Politécnico de Beja |
| Idioma: | inglês |
| Origem: | Repositório Institucional do IPBeja |
| Resumo: | In many areas of application, graphs have been used to support path planning addressing navigation challenges in dynamic environments. Applications target very diverse areas, ranging from manufacturing and robotics to video games, including georeferencing applications in our daily lives considering real-time traffic conditions. This paper focuses on applications where navigation through a predefined map consisting of distinct areas (rooms or nodes) connected by pathways needs to be defined. Roguelike games, a genre defined by procedurally generated environments and random map creation, are used to validate the proposal. Navigation is constrained by resource availability and specific conditions that allow or block movement between adjacent areas. Players can collect specific resources in visited areas, which can be used to allow/unlock passages. The main goals include determining whether, given a specific randomly generated map/graph, along with all associated constraints and resources, the game is inviable (when it is not possible to reach the final area of the game), non-viable (when depending on the player’s options, it is possible or not to reach the final goal), or viable (when the ultimate goal area can always be reached regardless of user’s choices over time). This paper proposes a strategy for translating the map and associated graph into a Petri net model. Then, the viability level of the game can be determined by constructing and analyzing the associated reachability graph from the Petri net model. A set of examples are presented illustrating typical situations. |
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