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<ArticleSet>
<Article>
<Journal>
				<PublisherName>University Of Tehran Press</PublisherName>
				<JournalTitle>Journal of Algorithms and Computation</JournalTitle>
				<Issn>2476-2776</Issn>
				<Volume>57</Volume>
				<Issue>2</Issue>
				<PubDate PubStatus="epublish">
					<Year>2025</Year>
					<Month>12</Month>
					<Day>01</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Modeling of the Wumpus World to Evaluate the Difficulty Level of the Game using Coloured Petri Net</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage>66</FirstPage>
			<LastPage>79</LastPage>
			<ELocationID EIdType="pii">106206</ELocationID>
			
<ELocationID EIdType="doi">10.22059/jac.2025.403785.1241</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Ali</FirstName>
					<LastName>Naghash Asadi</LastName>
<Affiliation>Fouman Faculty of Engineering, College of Engineering, University of Tehran, Tehran, Iran</Affiliation>
<Identifier Source="ORCID">0000-0003-2295-2347</Identifier>

</Author>
<Author>
					<FirstName>Mahrou</FirstName>
					<LastName>Pourjani</LastName>
<Affiliation>Fouman Faculty of Engineering, College of Engineering, University of Tehran, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Ali</FirstName>
					<LastName>Mirsaeed Ghazi</LastName>
<Affiliation>Fouman Faculty of Engineering, College of Engineering, University of Tehran, Tehran, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2025</Year>
					<Month>10</Month>
					<Day>06</Day>
				</PubDate>
			</History>
		<Abstract>The video game industry (VGI) faces significant challenges in today’s world. Game designers continually strive to create innovative scenarios that engage players and enhance their motivation to play. However, developing such scenarios is a complex task, and evaluating their difficulty during the design phase is equally challenging. In this paper, we focus on the Wumpus World game and propose a model for it using Coloured Petri Nets (CPNs). The proposed model enables designers to simulate various game scenarios and assess their difficulty levels without modifying the underlying structure by simply changing the tokens of the model. Since in most games, players need to switch between. Since, in most games, players must transition between different states to achieve their objectives, the mapping approach introduced here can also be applied to model and simulate other games.</Abstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Wumpus world</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Game Design</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">modeling and simulation</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Coloured Petri net (CPN)</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">difficulty level</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://jac.ut.ac.ir/article_106206_78b3057f3db5fd8c282702d46f805d84.pdf</ArchiveCopySource>
</Article>
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