Proceduralist Readings, Procedurally

AAAI Conferences

While generative approaches to game design offer great promise, systems can only reliably generate what they can “understand,” often limited to what can be handencoded by system authors. Proceduralist readings, a way of deriving meaning for games based on their underlying processes and interactions in conjunction with aesthetic and cultural cues, offer a novel, systematic approach to game understanding. We formalize proceduralist argumentation as a logic program that performs static reasoning over game specifications to derive higher-level meanings (e.g., deriving dynamics from mechanics), opening the door to broader and more culturally-situated game generation.


Towards Inductive Logic Programming for Game Analysis: Leda

AAAI Conferences

Game generation and analysis has commonly relied on hand authored rules and heuristics.  This authoring task comes with a high authorial burden, both in the amount of rules and heuristics that need to be authored for decent coverage and in the complexity of authoring these rules.  In this paper I present early work on \textit{Leda} and inductive logic programming system designed to learn these rules, so as to support further generation and analysis.  I present Leda, describe its process, and finally show a sample set of the rules that it learns.


Automatic Game Design via Mechanic Generation

AAAI Conferences

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.


A Vision for Continuous Automated Game Design

AAAI Conferences

ANGELINA is an automated game design system which has previously been built as a single software block which designs games from start to finish. In this paper we outline a roadmap for the development of a new version of ANGELINA, designed to iterate on games in different ways to produce a continuous creative process that will improve the quality of its work, but more importantly improve the perception of the software as being an independently creative piece of software. We provide an initial report of the system's structure here as well as results from the first working module of the system.


From Mechanics to Meaning and Back Again: Exploring Techniques for the Contextualisation of Code

AAAI Conferences

Code generation is a promising new area for the automatic production of mechanics and systems in games. Generated code alone is not sufficient for inclusion in a rich, fully-designed game, however - it lacks context to bind the functionality of code to the metaphorical setting of the game. In this paper we explore potential solutions to this problem, both in terms of creative systems which co-operate with human content, and the possibility for contextual meaning in autonomous, human-free creative systems as well.