Abstract
Answer set programming (ASP) is an approach to logic programming, where constraints and logical relations are declared in a Prolog-like language. ASP solvers can be used to find world configurations that satisfy constraints expressed in this language. Interestingly, many forms of content generation can be formulated as constraint-solving problems, and thus expressed in ASP. For example, maps can be represented as the position of all objects in the map, and the space of permissible maps limited by constraints expressed in the language. This chapter discusses how to use ASP for generating different types of mazes, using generation of dungeons as a running example.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Baral, C.: Knowledge Representation, Reasoning, and Declarative Problem Solving. Cambridge University Press (2003)
Boenn, G., Brain, M., De Vos, M., ffitch, J.: Automatic music composition using answer set programming. Theory and Practice of Logic Programming 11(2–3), 397–427 (2011)
Butler, E., Smith, A.M., Liu, Y.E., Popovic, Z.: A mixed-initiative tool for designing level progressions in games. In: Proceedings of the 26th ACM Symposium on User Interface Software and Technology, pp. 377–386 (2013)
Gebser, M., Kaminski, R., Kaufmann, B., Schaub, T.: Answer Set Solving in Practice. Morgan and Claypool (2012)
Gebser, M., Kaufmann, B., Kaminski, R., Ostrowski, M., Schaub, T., Schneider, M.: Potassco: The Potsdam answer set solving collection. AI Communications 24(2), 107–124 (2011)
Horswill, I.D., Foged, L.: Fast procedural level population with playability constraints. In: Proceedings of the Eighth Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 20–25 (2012)
Nelson, M.J., Mateas, M.: Recombinable game mechanics for automated design support. In: Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 84–89 (2008)
Smith, A.M., Butler, E., Popović, Z.: Quantifying over play: Constraining undesirable solutions in puzzle design. In: Proceedings of the Eighth International Conference on the Foundations of Digital Games, pp. 221–228 (2013)
Smith, A.M., Mateas, M.: Answer set programming for procedural content generation: A design space approach. IEEE Transactions on Computational Intelligence and AI in Games 3(3), 187–200 (2011)
Smith, A.M., Nelson, M.J., Mateas, M.: Computational support for play testing game sketches. In: Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 167–172 (2009)
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Nelson, M.J., Smith, A.M. (2016). ASP with Applications to Mazes and Levels. In: Procedural Content Generation in Games. Computational Synthesis and Creative Systems. Springer, Cham. https://doi.org/10.1007/978-3-319-42716-4_8
Download citation
DOI: https://doi.org/10.1007/978-3-319-42716-4_8
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-42714-0
Online ISBN: 978-3-319-42716-4
eBook Packages: Computer ScienceComputer Science (R0)