Boosting combinatorial search through randomization
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Knowledge Representation, Reasoning, and Declarative Problem Solving
Knowledge Representation, Reasoning, and Declarative Problem Solving
Conflict-driven answer set solving
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Nature-Inspired Metaheuristic Algorithms
Nature-Inspired Metaheuristic Algorithms
Potassco: The Potsdam Answer Set Solving Collection
AI Communications - Answer Set Programming
Evolutionary algorithm for generation of entertaining shinro logic puzzles
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Optimizing adaptivity in educational games
Proceedings of the International Conference on the Foundations of Digital Games
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From competition to metacognition: designing diverse, sustainable educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A trace-based framework for analyzing and synthesizing educational progressions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A mixed-initiative tool for designing level progressions in games
Proceedings of the 26th annual ACM symposium on User interface software and technology
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Some problems in procedural content generation for games involve hard constraints (e.g. that a generated puzzle is necessarily solvable). Common techniques for generator design lack a way to specify crisp (yes/no) constraints on what counts as a valid content artifact and guarantee these constraints are satisfied in the generator's output. In this paper we present two independent implementations of three diverse level design automation tools for the popular online educational game Refraction. All of the systems guarantee key properties of their output. Applying a constraint-focused generator design perspective in depth, we found that even emergent aesthetic style properties were straightforward to directly control. Our results with Refraction provide further concrete evidence for the claim that the expressive power of constraints and the ease with which they can be incorporated into suitably designed generative processes makes them a powerful tool for producing reliably-controllable generators for game content.