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Answer Set Programming for Procedural Content Generation: A Design Space Approach

机译:程序性内容生成的答案集编程:一种设计空间方法

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Procedural content generators for games produce artifacts from a latent design space. This space is often only implicitly defined, an emergent result of the procedures used in the generator. In this paper, we outline an approach to content generation that centers on explicit description of the design space, using domain-independent procedures to produce artifacts from the described space. By concisely capturing a design space as an answer set program, we can rapidly define and expressively sculpt new generators for a variety of game content domains. We walk through the reimplementation of a reference evolutionary content generator in a tutorial example, and review existing applications of answer set programming to generative-content design problems in and outside of a game context.
机译:游戏的程序性内容生成器从潜在的设计空间中生成工件。通常仅隐式定义该空间,这是生成器中使用的过程的结果。在本文中,我们概述了一种内容生成方法,该方法以对设计空间的明确描述为中心,使用与领域无关的过程从所描述的空间中生成工件。通过将设计空间简洁地捕获为答案集程序,我们可以为各种游戏内容领域快速定义并富有表现力地雕刻新的生成器。我们将在一个教程示例中逐步介绍参考进化内容生成器的实现,并回顾答案集编程在游戏环境内外对生成内容设计问题的现有应用。

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