Ceptre: A Language for Modeling Generative Interactive Systems

Ceptre: A Language for Modeling Generative Interactive Systems
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Ceptre:一种用于建模生成交互系统的语言

DOI:
10.1609/aiide.v11i1.12784
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发表时间:
2021
期刊:
Game Stud.
影响因子:
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通讯作者:
Chris Martens
Chris Martens
中科院分区:
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文献类型:
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作者:
Chris Martens

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我们提出了一种名为Ceptre的规则规范语言,旨在实现实验游戏机制的快速原型,特别是在依赖于程序生成和多智能体模拟的领域。Ceptre可以被看作是基于线性逻辑(一种与资源使用相关的形式逻辑)理解游戏的新方法的解释。基于之前关于生成叙述的工作,我们呈现了线性逻辑中玩法和证明搜索之间的对应关系。在Ceptre中,我们引入了选择性地将交互性添加到生成模型中的能力,从而能够检查中间状态以进行调试和探索以及一种游戏方式。我们声称这种方法可以帮助游戏设计师和研究人员设计、分析和调试他们在生成式、多代理游戏玩法中工作的核心系统。为了支持这一说法,我们提供了两个在Ceptre中实现的案例研究,一个来自交互式叙事,另一个来自类似策略的领域。
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.