Abstract
Designing game rulesets is an important part of automated game design, and often serves as a foundation for all other parts of the game, from levels to visuals. Popular ways of understanding game rulesets include using AI agents to play the game, which can be unreliable and computationally expensive, or restricting the design space to a set of known good game concepts, which can limit innovation and creativity. In this paper we detail how ANGELINA, an automated game designer, uses an abductive analysis of game rulesets to rapidly cull its design space. We show how abduction can be used to provide an understanding of possible paths through a ruleset, reduce unplayable or undesirable rulesets without testing, and can also help discover dynamic heuristics for a game that can guide subsequent tasks like level design.
Original language | English |
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Title of host publication | Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG'18) |
Editors | Cameron Browne |
Place of Publication | Piscataway NJ USA |
Publisher | IEEE, Institute of Electrical and Electronics Engineers |
Pages | 17-24 |
Number of pages | 8 |
ISBN (Electronic) | 9781538643594, 9781538643587 |
ISBN (Print) | 9781538643600 |
DOIs | |
Publication status | Published - 2018 |
Externally published | Yes |
Event | IEEE Conference on Computational Intelligence and Games 2018 - Maastricht, Netherlands Duration: 14 Aug 2018 → 17 Aug 2018 Conference number: 14th https://ieeexplore.ieee.org/xpl/conhome/8473398/proceeding (Proceedings) |
Publication series
Name | IEEE Conference on Computatonal Intelligence and Games, CIG |
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Publisher | IEEE, Institute of Electrical and Electronics Engineers |
Volume | 2018-August |
ISSN (Print) | 2325-4270 |
ISSN (Electronic) | 2325-4289 |
Conference
Conference | IEEE Conference on Computational Intelligence and Games 2018 |
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Abbreviated title | CIG 2018 |
Country/Territory | Netherlands |
City | Maastricht |
Period | 14/08/18 → 17/08/18 |
Internet address |
Keywords
- Automated game design
- Constraint inference
- Procedural content generation