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Ceptre: A Language for Modeling Generative Interactive Systems

机译:Ceptre:一种用于建模生成交互系统的语言

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We present a rule specification language called Ceptre, intended to enable rapid prototyping for experimental game mechanics, especially in domains that depend on procedural generation and multi-agent simulation. Ceptre can be viewed as an explication of a new methodology for understanding games based on linear logic, a formal logic concerned with resource usage. We present a correspondence between gameplay and proof search in linear logic, building on prior work on generating narratives. In Ceptre, we introduce the ability to add interactivity selectively into a generative model, enabling inspection of intermediate states for debugging and exploration as well as a means of play. We claim that this methodology can support game designers and researchers in designing, anaylzing, and debugging the core systems of their work in generative, multi-agent gameplay. To support this claim, we provide two case studies implemented in Ceptre, one from interactive narrative and one from a strategy-like domain.
机译:我们提出了一种称为Ceptre的规则规范语言,旨在为实验游戏机制实现快速的原型设计,尤其是依赖于程序生成和多种子体模拟的结构域。 Ceptre可以被视为一种基于线性逻辑理解游戏的新方法的解释,这是一个与资源使用的正式逻辑。我们在线性逻辑的游戏和证据搜索之间存在对应关系,在生成叙述上进行现有工作的建立。在Ceptre中,我们介绍了选择性地将交互性添加到一种生成模型中的能力,从而检查中间状态进行调试和探索以及游戏手段。我们声称该方法可以支持设计,Anaylzing和调试其工作中的核心系统的游戏设计师和研究人员在生成的多智能体游戏玩法中。为了支持这一索赔,我们提供了在Ceptre中实施的两个案例研究,其中一个来自互动叙事,一个来自策略的域名。

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