Automatic Game Design via Mechanic Generation
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Abstract (arXiv)
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics---what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements---controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). First posted on arXiv 4 Aug 2019.
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Citing papers per year: 2021: 1; 2022: 0; 2023: 0; 2024: 2; 2025: 1; 2026: 1.
5 papers.
- 2024GAVEL: Generating Games Via Evolution and Language Modelscited by 24
- 2024Goals as Reward-Producing Programscited by 14
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2025Mortar: Evolving Mechanics for Automatic Game Designcited by 1
- 2026An Exploration of Collision-based Enemy Morphology Generationcited by 0
- 2026An Exploration of Collision-based Enemy Morphology Generation1 Jun 2026
- 2025Mortar: Evolving Mechanics for Automatic Game Design31 Dec 2025
- 2024GAVEL: Generating Games Via Evolution and Language Models12 Jul 2024
- 2024Goals as Reward-Producing Programs21 May 2024
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021