Automatic Game Design via Mechanic Generation

Authors: Alexander Zook, Mark Riedl

AAAI 2014 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.
Researcher Affiliation Academia School of Interactive Computing, College of Computing Georgia Institute of Technology Atlanta, Georgia, USA
Pseudocode No The paper describes concepts and gives examples but does not contain a block explicitly labeled 'Pseudocode' or 'Algorithm'.
Open Source Code No The paper does not provide any statement or link regarding the release of open-source code for the described methodology.
Open Datasets No The paper refers to 'game domains' and 'game instances' as contexts for generating mechanics and testing playability, but does not use or provide access information for a publicly available or open dataset in the conventional sense (e.g., a formal dataset with a specific name, link, or citation).
Dataset Splits No The paper discusses 'test game instances' for playability checks but does not provide specific training/validation/test dataset splits with percentages, sample counts, or citations to predefined splits.
Hardware Specification No The paper does not explicitly describe the hardware used to run its experiments or system.
Software Dependencies No The paper mentions 'Answer Set Programming (ASP)' as the implementation for the constraint solver and planner, and cites a paper about 'Coala', but does not provide specific version numbers for these or any other software dependencies.
Experiment Setup No The paper describes the formalization of mechanic design, including design and playability requirements, but does not provide specific experimental setup details such as concrete hyperparameter values or training configurations typically found in experimental sections.