CATSAT

A practical, embedded, SAT language for runtime PCG

Ian D Horswill*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

Answer-set programming (ASP), a family of SAT-based logic programming systems, is attractive for procedural content generation. Unfortunately, current solvers present significant barriers to runtime use in games. In this paper, I discuss some of the issues involved, and present CatSAT, a solver designed to better fit the run-time resource constraints of modern games. Although intended only for small problems, it allows designers to compactly specify simple PCG problems such as NPC generation, solve them in a few tens of microseconds, and to adapt solutions dynamically based on the changing needs of gameplay. We hope that by making adoption as convenient as possible, we can increase the uptake of declarative techniques among developers.

Original languageEnglish (US)
Title of host publicationProceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
PublisherAAAI Press
Pages38-44
Number of pages7
ISBN (Electronic)9781577358046
StatePublished - Jan 1 2018
Event14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018 - Edmonton, Canada
Duration: Nov 13 2018Nov 17 2018

Publication series

NameProceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018

Conference

Conference14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
CountryCanada
CityEdmonton
Period11/13/1811/17/18

Fingerprint

Logic programming
Computer programming
Language
Satisfiability
Procedural
Programming
Logic Programming
Resources
Designer

ASJC Scopus subject areas

  • Visual Arts and Performing Arts
  • Artificial Intelligence

Cite this

Horswill, I. D. (2018). CATSAT: A practical, embedded, SAT language for runtime PCG. In Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018 (pp. 38-44). (Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018). AAAI Press.
Horswill, Ian D. / CATSAT : A practical, embedded, SAT language for runtime PCG. Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018. AAAI Press, 2018. pp. 38-44 (Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018).
@inproceedings{16b46ea29ccc4a0cb705aedf94c246c2,
title = "CATSAT: A practical, embedded, SAT language for runtime PCG",
abstract = "Answer-set programming (ASP), a family of SAT-based logic programming systems, is attractive for procedural content generation. Unfortunately, current solvers present significant barriers to runtime use in games. In this paper, I discuss some of the issues involved, and present CatSAT, a solver designed to better fit the run-time resource constraints of modern games. Although intended only for small problems, it allows designers to compactly specify simple PCG problems such as NPC generation, solve them in a few tens of microseconds, and to adapt solutions dynamically based on the changing needs of gameplay. We hope that by making adoption as convenient as possible, we can increase the uptake of declarative techniques among developers.",
author = "Horswill, {Ian D}",
year = "2018",
month = "1",
day = "1",
language = "English (US)",
series = "Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018",
publisher = "AAAI Press",
pages = "38--44",
booktitle = "Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018",

}

Horswill, ID 2018, CATSAT: A practical, embedded, SAT language for runtime PCG. in Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018. Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018, AAAI Press, pp. 38-44, 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018, Edmonton, Canada, 11/13/18.

CATSAT : A practical, embedded, SAT language for runtime PCG. / Horswill, Ian D.

Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018. AAAI Press, 2018. p. 38-44 (Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - GEN

T1 - CATSAT

T2 - A practical, embedded, SAT language for runtime PCG

AU - Horswill, Ian D

PY - 2018/1/1

Y1 - 2018/1/1

N2 - Answer-set programming (ASP), a family of SAT-based logic programming systems, is attractive for procedural content generation. Unfortunately, current solvers present significant barriers to runtime use in games. In this paper, I discuss some of the issues involved, and present CatSAT, a solver designed to better fit the run-time resource constraints of modern games. Although intended only for small problems, it allows designers to compactly specify simple PCG problems such as NPC generation, solve them in a few tens of microseconds, and to adapt solutions dynamically based on the changing needs of gameplay. We hope that by making adoption as convenient as possible, we can increase the uptake of declarative techniques among developers.

AB - Answer-set programming (ASP), a family of SAT-based logic programming systems, is attractive for procedural content generation. Unfortunately, current solvers present significant barriers to runtime use in games. In this paper, I discuss some of the issues involved, and present CatSAT, a solver designed to better fit the run-time resource constraints of modern games. Although intended only for small problems, it allows designers to compactly specify simple PCG problems such as NPC generation, solve them in a few tens of microseconds, and to adapt solutions dynamically based on the changing needs of gameplay. We hope that by making adoption as convenient as possible, we can increase the uptake of declarative techniques among developers.

UR - http://www.scopus.com/inward/record.url?scp=85059817788&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85059817788&partnerID=8YFLogxK

M3 - Conference contribution

T3 - Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018

SP - 38

EP - 44

BT - Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018

PB - AAAI Press

ER -

Horswill ID. CATSAT: A practical, embedded, SAT language for runtime PCG. In Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018. AAAI Press. 2018. p. 38-44. (Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018).