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An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling!

Search is a recognized technique for procedural content generation and game design, and it has been used successfully as part of commercial and academic games. In this context, search has almost always referred to selective search, as opposed to larger brute-force searches. The argument against brute-force search is that the state spaces of the games are almost always too large to be amenable for brute-force search. We believe, however, that brute-force search should not be too quickly dismissed. State spaces with trillions or tens of trillions states can now be exhaustively searched with relative ease, and growth in parallelism and computational power is expected to continue to scale this trend. We believe that this, combined with appropriate abstraction, will allow exhaustive search to be applied to many problems once thought to be prohibitively large. We explore this argument in the context of a game called `Fling!', available for mobile devices, showing a system for interactively designing and analyzing puzzles.

Citation

N. Sturtevant. "An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling!". AI in the Game Design Process, pp 28-33, October 2013.

Keywords:  
Category: In Workshop

BibTeX

@misc{Sturtevant:13,
  author = {Nathan R. Sturtevant},
  title = {An Argument for Large-Scale Breadth-First Search for Game Design and
    Content Generation via a Case Study of Fling!},
  Pages = {28-33},
  booktitle = {AI in the Game Design Process},
  year = 2013,
}

Last Updated: July 10, 2020
Submitted by Sabina P

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