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.V28I1.8788Markdown
[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.V28I1.8788BibTeX
@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/}
}