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  1. Proceedings of the The third workshop on Procedural Content Generation in Games (PCG'12)
  2. Anza Island: Novel Gameplay Using ASP
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Generating Responsive Life-Like Biped Characters
Designing Semantic Game Worlds
Using gameplay semantics to procedurally generate player-matching game worlds
In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation
Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling
Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach
Generating Emergent Physics for Action-Adventure Games
Fast exact graph matching using adjacency matrices
Game-O-Matic: Generating Videogames that Represent Ideas
Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System
Anza Island: Novel Gameplay Using ASP
Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories
Compositional procedural content generation

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Anza Island: Novel Gameplay Using ASP

Content Provider ACM Digital Library
Author Mateas, Michael Compton, Kate Smith, Adam
Abstract Procedural content generation (PCG) has the potential to create unique artifacts, levels, and gameplay mechanics. However, it remains challenging to generate content that satisfies gameplay constraints: methods to achieve this include generate-and-test, search-based generation, and constructive methods. In this paper, we present a prototype, a simple game, which demonstrates the use of an off-the-shelf logic program solver, Clingo, as an easy and expressive way to model these constraint problems, and find solutions that satisfy gameplay constraints. By delegating the difficult search optimization problem to an external program, we were able to quickly prototype PCG in a low-effort way by expressing the desired content as a set of rules and constraints, keeping the focus on the designer's intentions for the generated content, rather than specific methods used to create or find it. The expressiveness and versatility of this approach is demonstrated by applying this technique to two areas of PCG in the game.
Starting Page 1
Ending Page 4
Page Count 4
File Format PDF
ISBN 9781450314473
DOI 10.1145/2538528.2538539
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2012-05-29
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Puzzle games Answer set programming Procedural content generation
Content Type Text
Resource Type Article
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