Automatic Game Design via Mechanic Generation

Abstract

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.

Cite

Text

Zook and Riedl. "Automatic Game Design via Mechanic Generation." AAAI Conference on Artificial Intelligence, 2014. doi:10.1609/AAAI.V28I1.8788

Markdown

[Zook and Riedl. "Automatic Game Design via Mechanic Generation." AAAI Conference on Artificial Intelligence, 2014.](https://mlanthology.org/aaai/2014/zook2014aaai-automatic/) doi:10.1609/AAAI.V28I1.8788

BibTeX

@inproceedings{zook2014aaai-automatic,
  title     = {{Automatic Game Design via Mechanic Generation}},
  author    = {Zook, Alexander and Riedl, Mark O.},
  booktitle = {AAAI Conference on Artificial Intelligence},
  year      = {2014},
  pages     = {530-537},
  doi       = {10.1609/AAAI.V28I1.8788},
  url       = {https://mlanthology.org/aaai/2014/zook2014aaai-automatic/}
}