So far in this book, we have seen a large number of methods for generating content for existing games. So, if you have a game already, you could now generate many things for it: maps, levels, terrain, vegetation, weapons, dungeons, racing tracks. But what if you don’t already have a game, and want to generate the game itself? What would you generate, and how? At the heart of any game are its rules. This chapter will discuss representations for game rules of different kinds, along with methods to generate them, and evaluation functions and constraints that help us judge complete games rather than just isolated content artefacts. Our main focus here will be on methods for generating interesting, fun, and/or balanced game rules. However, an im...
Designing game rulesets is an important part of automated game design, and often serves as a foundat...
AbstractThis short paper will try to forward a discussion based on these questions: can we design ga...
This chapter addresses a specific type of game content, the dungeon, and a number of commonly used m...
Game designs often center on the game mechanics—rules governing the logical evolution of the game. W...
We address the problem of generating complete games, rather than content for existing games. In part...
Game designs often center on the game mechanics - rules governing the logical evolution of the game....
In this chapter, we explore methods for automatically generating game content — and games themselves...
When most commercial games are shipped, their gameplay has typically been prescripted. All game comp...
Background. The abstraction of complex systems, which is required by default when modelling gaming s...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper examines the methods and systems of game design from the standpoint of existing method pr...
In this article results from mathematics are used to create a formalism for games. Games are conside...
The Strategy Game Description Game Language (SGDL) is intended to become a complete description of a...
Game Mechanics is aimed at game design students and industry professionals who want to improve their...
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« tak...
Designing game rulesets is an important part of automated game design, and often serves as a foundat...
AbstractThis short paper will try to forward a discussion based on these questions: can we design ga...
This chapter addresses a specific type of game content, the dungeon, and a number of commonly used m...
Game designs often center on the game mechanics—rules governing the logical evolution of the game. W...
We address the problem of generating complete games, rather than content for existing games. In part...
Game designs often center on the game mechanics - rules governing the logical evolution of the game....
In this chapter, we explore methods for automatically generating game content — and games themselves...
When most commercial games are shipped, their gameplay has typically been prescripted. All game comp...
Background. The abstraction of complex systems, which is required by default when modelling gaming s...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper examines the methods and systems of game design from the standpoint of existing method pr...
In this article results from mathematics are used to create a formalism for games. Games are conside...
The Strategy Game Description Game Language (SGDL) is intended to become a complete description of a...
Game Mechanics is aimed at game design students and industry professionals who want to improve their...
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« tak...
Designing game rulesets is an important part of automated game design, and often serves as a foundat...
AbstractThis short paper will try to forward a discussion based on these questions: can we design ga...
This chapter addresses a specific type of game content, the dungeon, and a number of commonly used m...