Our goal is to present, by means of the detailed analysis of a single grammatical problem, some of the principal commitments and mechanisms of a grammatical theory that assigns a central role to the notion of GRAMMATICAL CONSTRUCTION . To adopt a constructional approach is to undertake a commitment in principle to account for the entirety of each language. This means that the relatively general patterns of the language, such as the one licensing the ordering of a finite auxiliary verb before its subject in English, often known as SAI, and the highly idiomatic patterns, like kick the bucket , stand on an equal footing as data for which the grammar must account. An explicit grammar that covers the full range of constructions must represent all constructions, of whatever degree of generality or idiomaticity, in a common notation and must provide an explicit account of how each sentence of a language is licensed by a subset of the leaves of the inheritance hierarchy of constructions which constitutes the grammar of that language. Language-internal generalizations are captured by inheritance relations among constructions. Cross-language generalizations are captured by the architecture of the representation system and by the sharing of abstract constructions across languages. The particular grammatical phenomenon used here to introduce construction grammar (CG) is the construction that licenses the surprising syntactic and semantic features of a sentence like What are they doing resuscitating constructions?
The automatic generation of game mechanics is nowadays one of the most complex challenges within procedural content generation (PCG), even being considered by itself as automatic game generation in the literature. Previous works have contributed with research papers related to PCG in general, and, in particular, the generation of game mechanics from a specification written in a game description language (GDL). One primary reference is the Ludii general game system that allows to generate new mechanics for two-player combinatorial (board) games. Ludii manages game specifications written in a GDL that can be directly represented in a tree structure. These structures are then evolved by means of genetic programming (GP), a well-known bio-inspired optimization technique, to produce new game rules. Now, this paper extends the approach centered on 2-player games and proposed in the Ludii general game system to n-player videogames. The paper describes a system to automatically generate videogame mechanics. The starting point is a videogame specification written in the XML-based videogame description language (XVGDL). Similarly to Ludii, this videogame specification can be directly translated to rule tree structures that can be evolved by GP. The viability of this approach is demonstrated by experimentation with practical examples. The experiments show how it is possible to automatically produce and evaluate a number of distinct versions (that differ in their mechanics) of a videogame that was originally specified in XVGDL.
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