Swappy is a puzzle game that requires different character tokens to cooperatively navigate a maze to reach their goals. Swappy characters are special in that whenever they are collinear with another character, they may swap places. In practice, generating levels manually may take upwards of 20 hours, and is error prone. By employing Answer Set Programming (ASP), it is possible to generate and constrain level creation such that levels are solvable, meet an aesthetic standard, and follow the rules of the game. Using the grounder/solver tool, Clingo, level creation can be done in a matter of seconds or minutes. The expressive power of rules and constraints allows the developer to more clearly see their game for the abstract ruleset that it is....
Recently, many automatic test generation techniques have been proposed, such as Randoop, Pex and jCU...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Creating game content requires balancing design considera-tions at multiple scales: each level requi...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle ...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
Game design is an art form that deals with inherently interactive artifacts. Game designers craft ga...
A long-term goal of game design research is to achieve end-to-end automation of much of the design p...
The applications of Procedural Content Generation (PCG) are widespread, and their success has been d...
Motivated by our ongoing efforts in the development of Re-fraction 2, a puzzle game targeting mathem...
In this thesis I will be creating and developing a playable puzzle video game as well as an accompan...
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle ga...
Recently, many automatic test generation techniques have been proposed, such as Randoop, Pex and jCU...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Creating game content requires balancing design considera-tions at multiple scales: each level requi...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle ...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
Game design is an art form that deals with inherently interactive artifacts. Game designers craft ga...
A long-term goal of game design research is to achieve end-to-end automation of much of the design p...
The applications of Procedural Content Generation (PCG) are widespread, and their success has been d...
Motivated by our ongoing efforts in the development of Re-fraction 2, a puzzle game targeting mathem...
In this thesis I will be creating and developing a playable puzzle video game as well as an accompan...
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle ga...
Recently, many automatic test generation techniques have been proposed, such as Randoop, Pex and jCU...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Creating game content requires balancing design considera-tions at multiple scales: each level requi...