Abstract
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.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: IEEE Transactions on Computational Intelligence and AI in Games
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.