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Anza Island: Novel Gameplay Using ASP

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Published:29 May 2012Publication History

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.

References

  1. M. Gebser, R. Kaminski, B. Kaufmann, M. Ostrowski, T. Schaub, and S. Thiele. A user's guide to gringo, clasp, clingo, and iclingo. University of Potsdam, Tech. Rep, 2008.Google ScholarGoogle Scholar
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  4. G. Smith, E. Gan, A. Othenin-Girard, and J. Whitehead. Pcg-based game design: enabling new play experiences through procedural content generation. In Proceedings of the 2nd International Workshop on Procedural Content Generation in Games. ACM, 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. J. Togelius, G. Yannakakis, K. Stanley, and C. Browne. Search-based procedural content generation: A taxonomy and survey. Computational Intelligence and AI in Games, IEEE Transactions on, 3(3):172--186, 2011.Google ScholarGoogle Scholar

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  1. Anza Island: Novel Gameplay Using ASP

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        • Published in

          cover image ACM Other conferences
          PCG'12: Proceedings of the The third workshop on Procedural Content Generation in Games
          May 2012
          87 pages
          ISBN:9781450314473
          DOI:10.1145/2538528

          Copyright © 2012 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 29 May 2012

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          • tutorial
          • Research
          • Refereed limited

          Acceptance Rates

          PCG'12 Paper Acceptance Rate13of15submissions,87%Overall Acceptance Rate13of15submissions,87%

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