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 Al 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 payability 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.
CITATION STYLE
Zook, A., & Riedl, M. O. (2014). Automatic game design via mechanic generation. In Proceedings of the National Conference on Artificial Intelligence (Vol. 1, pp. 530–536). AI Access Foundation. https://doi.org/10.1609/aaai.v28i1.8788
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