# Automatic Game Design via Mechanic Generation

arXiv: https://arxiv.org/abs/1908.01420 · HTML: https://mlsanity.com/paper/1908.01420/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 4 Aug 2019.

## Built on by (most cited first, 5 of 5)

- [GAVEL: Generating Games Via Evolution and Language Models](https://mlsanity.com/paper/2407.09388/) (2024)
- [Goals as Reward-Producing Programs](https://mlsanity.com/paper/2405.13242/) (2024)
- [Adversarial Random Forest Classifier for Automated Game Design](https://mlsanity.com/paper/2107.12501/) (2021)
- [Mortar: Evolving Mechanics for Automatic Game Design](https://mlsanity.com/paper/2601.00105/) (2025)
- [An Exploration of Collision-based Enemy Morphology Generation](https://mlsanity.com/paper/2606.02832/) (2026)

## 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.
