Automatic Game Design via Mechanic Generation

Game designs often center on the game mechanics-- rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics--what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements--controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.

[1]  Michael Mateas,et al.  Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.

[2]  Tom Schaul,et al.  A video game description language for model-based or interactive learning , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).

[3]  Michael Mateas,et al.  Answer Set Programming for Procedural Content Generation: A Design Space Approach , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[4]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[5]  Peter Norvig,et al.  Artificial Intelligence: A Modern Approach , 1995 .

[6]  Richard Fikes,et al.  STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving , 1971, IJCAI.

[7]  Julian Togelius,et al.  Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[8]  Julian Togelius,et al.  Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types , 2011, EvoApplications.

[9]  Zoran Popovic,et al.  Quantifying over play: Constraining undesirable solutions in puzzle design , 2013, FDG.

[10]  Craig A. Knoblock,et al.  PDDL-the planning domain definition language , 1998 .

[11]  Steve Swink,et al.  Game Feel: A Game Designer's Guide to Virtual Sensation , 2008 .

[12]  Zoran Popovic,et al.  A mixed-initiative tool for designing level progressions in games , 2013, UIST.

[13]  Michael Mateas,et al.  LUDOCORE: A logical game engine for modeling videogames , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.

[14]  Michael Mateas,et al.  Recombinable Game Mechanics for Automated Design Support , 2008, AIIDE.

[15]  Michael Mateas,et al.  Modular Computational Critics for Games , 2013, AIIDE.

[16]  Martin Gebser,et al.  Coala: A Compiler from Action Languages to ASP , 2010, JELIA.

[17]  Joris Dormans,et al.  Generating Emergent Physics for Action-Adventure Games , 2012, PCG@FDG.

[18]  Joris Dormans,et al.  Adventures in level design: generating missions and spaces for action adventure games , 2010, PCGames@FDG.

[19]  Simon Colton,et al.  Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design , 2013, EvoApplications.

[20]  Michael Mateas,et al.  The micro-rhetorics of Game-o-Matic , 2012, FDG.

[21]  Chitta Baral,et al.  Knowledge Representation, Reasoning and Declarative Problem Solving , 2003 .

[22]  Michael Thielscher,et al.  A General Game Description Language for Incomplete Information Games , 2010, AAAI.

[23]  Julian Togelius,et al.  An experiment in automatic game design , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.

[24]  Tracy Fullerton,et al.  Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition , 2014 .

[25]  Julian Togelius,et al.  A Card Game Description Language , 2013, EvoApplications.

[26]  Sumit Gulwani,et al.  A trace-based framework for analyzing and synthesizing educational progressions , 2013, CHI.

[27]  Julian Togelius,et al.  Experience-Driven Procedural Content Generation , 2011, IEEE Trans. Affect. Comput..