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expressive intelligence studio UC Santa Cruz Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-games [email protected] CIG 2010 – Copenhagen, Denmark Adam M. Smith (presenter), and Michael Mateas

Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-games

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Abstract—Variations Forever is a novel game in which the player explores a vast design space of mini-games. In this pa-per, we present the procedural content generation research which makes the automatic generation of suitable game rulesets possible. Our generator, operating in the domain of code-like game content exploits answer-set programming as a means to declaratively represent a generative space as distinct from the domain-independent solvers which we use to enumerate it. Our generative spaces are powerfully sculptable using concise, declarative rules, allowing us to embed significant design know-ledge into our ruleset generator as an important step towards a more serious automation of whole game design process.

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  • 1. Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-games
    [email protected]
    CIG 2010 Copenhagen, Denmark
    Adam M. Smith (presenter),and Michael Mateas

2. Project goal:Generate a rich space of game rulesets.
3. Offline ruleset generation example
Offline ruleset generation is part of automating the game design process.
Ludi(Browe/Maire, 2010)
Evolved board games
Simulated play for evaluation
commercially published game outputs (ex: Yavalath)
4. Online ruleset generation example
New game design idea: Explore a large space of game designs as an integrated, in-game activity!
ROM CHECK FAIL
Captain Forever
Variations Forever?
5. Inspiring work from CIG 2008
An experiment in automatic game design (Togelius/Schmidhuber at CIG 2008)
Design variables:
time/score limits
numbers of things
movement logics
collision/score effects
Evolutionary optimization of fun metric
A sample game
6. VFs design space
Design elements:
Agent types
Collision effects
Movement models
Procedural obstacle placement
Explicit victory conditions
Camera control

Variable number of agent types (each with own details and interactions)
7. Mini-game demo
8. Representing rulesets as logical terms
Rich rulesets require representing both data structures and code structures.
Symbolic terms from logic programming provide a unified representation.
9. Representing rulesets (1)
Boolean flags:
permadeath.
debug_mode.
disable_teleportation.
10. Representing rulesets (2)
Key-value mappings:
initial_health(100).
radar_range(long).
weather_model(springtime).
11. Representing rulesets (3)
Properties of / relations between objects:
damage(sword_of_might,11).
xp_for_kill(cave_rat,100).
allies(humans,elves).
12. Representing rulesets (4)
Nested expressions:
scripted_event(spawn(boss,temple),120).
achieved_when(quest_complete,and(dead(boss),holding(amulet)).
13. Representing rulesets (5)
Sets:
move(rock).move(paper).move(scissors).move(lizard).move(spock).

  • Sequences:

14. phase(1,movement). phase(2,combat).phase(3,diplomacy).