Modeling Game Mechanics With Ceptre

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE IEEE Transactions on Games Pub Date : 2023-07-06 DOI:10.1109/TG.2023.3292982
Chris Martens;Alexander Card;Henry Crain;Asha Khatri
{"title":"Modeling Game Mechanics With Ceptre","authors":"Chris Martens;Alexander Card;Henry Crain;Asha Khatri","doi":"10.1109/TG.2023.3292982","DOIUrl":null,"url":null,"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.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 2","pages":"431-444"},"PeriodicalIF":1.7000,"publicationDate":"2023-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10174675/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0

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.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
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。
求助全文
约1分钟内获得全文 去求助
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
期刊最新文献
Table of Contents IEEE Computational Intelligence Society Information IEEE Transactions on Games Publication Information Large Language Models and Games: A Survey and Roadmap Investigating Efficiency of Free-For-All Models in a Matchmaking Context
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1