Modeling Game Mechanics With Ceptre

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Chris Martens;Alexander Card;Henry Crain;Asha Khatri
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Abstract

Game description languages have a variety of uses, including formal reasoning about the emergent consequences of a game's mechanics, implementation of artificial intelligence decision making where the game's rules make up the space of possible actions, automated game and level generation, and game prototyping for the sake of low-time-investment design and tinkering. However, in practice, a new game description language has been invented for almost every new use case, without providing formal underpinnings that follow generalizable principles and can be reasoned about separately from the specific software implementation of the language. Ceptre is a language that attempts to break this pattern, based on an old idea known as multiset rewriting. This article describes the language formally, through example, and in a tutorial style, then demonstrates its use for writing formal specifications of game mechanics so that they may be interactively explored, queried, and analyzed in a computational framework. Ceptre allows designers to step through executions, interact with the mechanics from the standpoint of a player, run random simulated playthroughs, collect and analyze data from said playthroughs, and formally verify mathematical properties of the mechanics, and it has been used in a number of research projects since its inception, for applications such as procedural narrative generation, formal game modeling, and game AI.
用 Ceptre 建立游戏机制模型
游戏描述语言有多种用途,包括对游戏机制的突发后果进行形式推理,在游戏规则构成可能行动空间的情况下实施人工智能决策,自动生成游戏和关卡,以及为低时间投资设计和修补而制作游戏原型。然而,在实践中,几乎每一种新的使用情况都会发明一种新的游戏描述语言,但却没有提供形式上的基础,即遵循可通用的原则,并能与语言的具体软件实现分开进行推理。Ceptre 是一种试图打破这种模式的语言,它基于一种称为多集重写(multiset rewriting)的古老思想。本文通过实例以教程的形式正式介绍了这种语言,然后演示了它在编写游戏机制的正式规范时的用途,以便在计算框架内对其进行交互式探索、查询和分析。Ceptre 允许设计者逐步执行、从玩家的角度与游戏机制进行交互、运行随机模拟闯关、收集和分析闯关数据,以及正式验证游戏机制的数学属性,自问世以来,它已被用于程序化叙事生成、正式游戏建模和游戏人工智能等多个研究项目。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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