We present a rule specification language called Ceptre, intended to enable rapid prototyping for experimental game mechanics, especially in domains that depend on procedural generation and multi-Agent simulation. Ceptre can be viewed as an explication of a new methodology for understanding games based on linear logic, a formal logic concerned with resource usage.We present a correspondence between gameplay and proof search in linear logic, building on prior work on generating narratives. In Ceptre, we introduce the ability to add interactivity selectively into a generative model, enabling inspection of intermediate states for debugging and exploration as well as a means of play. We claim that this methodology can support game designers and researchers in designing, anaylzing, and debugging the core systems of their work in generative, multi-Agent gameplay. To support this claim, we provide two case studies implemented in Ceptre, one from interactive narrative and one from a strategy-like domain.
CITATION STYLE
Martens, C. (2015). Ceptre: A language for modeling generative interactive systems. In Proceedings of the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2015 (Vol. 2015-November, pp. 51–57). The AAAI Press. https://doi.org/10.1609/aiide.v11i1.12784
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