This essay, "Rule-Based Programming in Interactive Fiction," by Emily Short, delves into the potential benefits and implementation strategies of using a rule-based approach for designing interactive fiction (IF). Rather than relying solely on procedural or object-oriented programming paradigms typically found in IF development systems like Inform, Short advocates for exploring rule-based systems as a more natural and expressive way to represent the intricate logic and dynamic responses required for compelling interactive narratives.
The core concept of rule-based programming, as explained in the essay, involves defining a set of "rules" that dictate how the game world reacts to player actions and other events. These rules, often expressed in a format reminiscent of logical implications (if this condition is met, then this action occurs), encapsulate the cause-and-effect relationships that govern the game's behavior. This approach allows for a more declarative style of programming, focusing on describing what should happen under specific circumstances, rather than meticulously outlining how to achieve those outcomes procedurally.
Short illustrates the advantages of rule-based systems by highlighting their ability to handle complex interactions and dependencies with greater elegance and maintainability. She argues that traditional procedural approaches can become unwieldy when dealing with numerous interconnected objects and events, leading to tangled code and difficulty in predicting the consequences of player choices. In contrast, a well-defined set of rules can offer a more transparent and modular structure, making it easier to understand, modify, and debug the game's logic.
The essay also explores different methods for implementing rule-based systems in IF, including the use of specialized rule engines or the adaptation of existing IF development tools. It discusses the concept of "pattern matching," where rules are triggered based on matching specific patterns of events or conditions within the game world. Furthermore, it touches upon the importance of conflict resolution strategies when multiple rules are applicable in a given situation, suggesting methods such as rule prioritization or specialized conflict resolution mechanisms to ensure consistent and predictable behavior.
Short acknowledges that rule-based programming may not be a universal solution for all IF development scenarios. She notes that certain types of games, particularly those heavily reliant on complex simulations or intricate algorithms, might be better served by traditional procedural or object-oriented approaches. However, she emphasizes the significant potential of rule-based systems to streamline the development process and enhance the expressiveness of interactive narratives, particularly in games that emphasize complex character interactions, dynamic world states, and intricate plot developments. By abstracting away low-level implementation details and focusing on the high-level logic of the game world, rule-based programming, she argues, empowers authors to create richer and more responsive interactive experiences.
Spellbrush, a game development studio that participated in the Winter 2018 cohort of Y Combinator, is actively seeking skilled game programmers to contribute to the development of their forthcoming anime-inspired tactical role-playing game (SRPG). This presents a compelling opportunity for programmers with a passion for the genre and a desire to work within a fast-paced, innovative startup environment. The studio is particularly interested in candidates proficient in C++ and experienced with game engine architecture, preferably Unreal Engine 4. While not explicitly stated, the implication is that these programmers will be instrumental in shaping the game's mechanics, systems, and overall gameplay experience. The position offers the chance to work on a project from a relatively early stage, contributing significantly to its development and evolution. Spellbrush's focus on blending the popular anime aesthetic with the strategic depth of SRPG gameplay suggests a unique and potentially captivating project for prospective programmers. This role likely entails collaborating closely with other members of the development team, including designers and artists, to realize the creative vision for the game. While the specific responsibilities and compensation details are not outlined in the provided job posting, it can be inferred that this position offers a challenging yet rewarding opportunity for game programmers looking to make their mark in the gaming industry. The association with Y Combinator further implies a dynamic and forward-thinking company culture.
The Hacker News post titled "Spellbrush (YC W18) Is Hiring Game Programmers (Anime SRPG/Tactics)" generated several comments, mostly focused on the hiring aspect and the specific niche of anime SRPG/Tactics games.
Several commenters expressed interest in the position, inquiring about remote work possibilities, required experience, and the tech stack being used. These inquiries highlight the desire for more information about the practicalities of working for Spellbrush. One commenter specifically asked about the possibility of working part-time, indicating a potential interest from developers seeking flexible work arrangements. Another inquiry focused on the use of Godot Engine, demonstrating a focus on the specific technologies used in development. The responses from Spellbrush clarified that they were open to remote work, preferred candidates with experience in game development (but were open to others), and were using C# with Godot Engine. These responses directly addressed the community's questions and provided valuable insight into the company's hiring practices and technical choices.
The discussion also touched upon the target audience and the challenges of developing this type of game. One commenter mentioned the difficulty of balancing the niche appeal of anime SRPGs with the broader market, emphasizing the importance of careful market research and audience targeting. This comment highlights the complexities of game development in a competitive landscape, particularly within a specific niche.
Further discussion revolved around the viability of independent game development and the allure of working on a project with a passionate team. The original poster, representing Spellbrush, engaged with commenters, answering their questions directly and providing further details about their company culture and the project itself. This engagement fostered a positive interaction between the company and potential candidates, building a sense of transparency and accessibility.
Finally, some comments shifted towards a discussion about the genre itself, with users mentioning other similar games and expressing their fondness for SRPGs and tactical RPGs. This demonstrates the existing community interest in the genre and provides a glimpse into the potential audience for Spellbrush's game. This genre-specific discussion contributes to a sense of shared enthusiasm among commenters and reinforces the niche appeal of the project.
In summary, the comments on the Hacker News post reflect a mixture of interest in the job opportunity, curiosity about the game itself, and discussion surrounding the challenges and opportunities within the anime SRPG/Tactics genre. The interaction between potential candidates and the company representative fosters a sense of open communication and provides valuable insight into the hiring process and the project's development.
This blog post by Marian Kleineberg explores the fascinating challenge of generating infinitely large, procedurally generated worlds using the Wave Function Collapse (WFC) algorithm. Traditional WFC, while powerful for creating complex and coherent patterns within a finite, pre-defined area, struggles with the concept of infinity. The algorithm typically relies on a fixed output grid, analyzing and constraining possibilities based on its boundaries. This inherent limitation prevents true infinite generation, as the entire world must be determined at once.
Kleineberg proposes a novel solution by adapting the WFC algorithm to operate in a localized, "on-demand" manner. Instead of generating the entire world simultaneously, the algorithm focuses on generating only the currently visible or relevant portion. This section is treated as a finite WFC problem, allowing the algorithm to function as intended. As the user or virtual camera moves through this world, new areas are generated seamlessly on the fly, giving the illusion of an infinitely extending landscape.
The core of this approach lies in maintaining consistency at the boundaries of these generated chunks. Kleineberg utilizes a sophisticated overlapping mechanism. When a new chunk adjacent to an existing one needs to be generated, the algorithm considers the already collapsed state of the overlapping boundary region in the existing chunk. This acts as a constraint for the new chunk's generation, ensuring a seamless transition and preventing contradictions or jarring discrepancies between adjacent regions. This overlapping region serves as a 'memory' of the previous generation, guaranteeing continuity across the world.
The blog post further elaborates on the technical intricacies of this approach, including how to handle the potential for contradictions that might arise as new chunks are generated. The author describes strategies like backtracking and constraint relaxation to resolve these conflicts and maintain the global coherence of the generated world. Specifically, if generating a new chunk proves impossible given the constraints from its neighbors, the algorithm can backtrack and re-generate previously generated chunks with slightly modified constraints, allowing for greater flexibility and preventing deadlocks.
Furthermore, the author discusses various optimization techniques to enhance the performance of this infinite WFC implementation. These include clever memory management strategies to avoid storing the entire, potentially infinite world and efficient data structures for representing and accessing the generated chunks. The post also touches on the potential of this method for generating not just 2D maps but also 3D structures, hinting at the possibility of truly infinite and explorable virtual worlds. Finally, the author provides interactive demos and links to the underlying code, allowing readers to experience and experiment with the infinite WFC algorithm firsthand.
The Hacker News post titled "Generating an infinite world with the Wave Function Collapse algorithm" (linking to https://marian42.de/article/infinite-wfc/) has generated a moderate number of comments, discussing various aspects of the technique and its implementation.
Several commenters focus on the performance implications of the infinite world generation. One user points out the potential for high CPU usage, especially when observing the generation process in real-time, suggesting it could "melt your CPU." Another discusses the inherent difficulty of ensuring true randomness in such a system, and how the observable "randomness" might be limited by the underlying algorithms and available entropy. The trade-off between pre-computation and on-the-fly generation is also touched upon, with the understanding that pre-computing larger chunks might improve performance but requires more memory.
Some comments delve into the technical details of the Wave Function Collapse algorithm and its adaptation for infinite worlds. One commenter questions the use of the term "infinite," arguing that the world is technically limited by the constraints of the system's memory and the maximum representable coordinates. Another user highlights the clever use of a "sliding window" technique to manage the active generation area, effectively creating the illusion of an infinite world while only processing a finite portion at any given time. The concept of using a fixed "seed" for the random number generator is also discussed, with a comment explaining how it allows for reproducible results and facilitates sharing specific generated world sections with others. Someone even mentions an alternative approach that involves generating "tiles" and stitching them together seamlessly, though they acknowledge potential challenges with achieving coherence across tile boundaries.
A few commenters share their own experiences and interests related to procedural generation. One user mentions previous attempts to implement similar techniques, highlighting the complexities involved. Another expresses excitement about the potential applications of infinite world generation in gaming and other creative endeavors.
Finally, there are some comments that provide additional context or links to related resources. One commenter links to a similar project focusing on infinite terrain generation, while another shares a resource explaining the underlying Wave Function Collapse algorithm in more detail.
In summary, the comments section offers a valuable discussion surrounding the practicalities and technical intricacies of generating infinite worlds using the Wave Function Collapse algorithm, showcasing both the potential and the challenges associated with this technique. They explore performance considerations, implementation details, alternative approaches, and the broader implications for procedural generation.
The popular mobile game Luck Be a Landlord, a title that blends elements of slot machine mechanics with property management simulation, is facing the imminent threat of removal from the Google Play Store. This precarious situation has arisen due to the developer's staunch refusal to integrate changes demanded by Google pertaining to the game's depiction of simulated gambling. Google's policies, which aim to safeguard users from potential harm associated with gambling-like mechanics, specifically target the portrayal of simulated gambling as a path to financial gain. Luck Be a Landlord, with its core gameplay loop centered around spinning slots to acquire rent payments and upgrade properties, ostensibly falls within the purview of these regulations.
The developer, Dan, argues vehemently that Luck Be a Landlord is not, in fact, a gambling game. He contends that the game is fundamentally a strategy game, emphasizing the strategic choices players make regarding property acquisition and upgrades. While acknowledging the presence of randomized elements through the slot machine mechanic, he maintains that these elements are simply part of the game's overall design and do not constitute gambling in the traditional sense. Furthermore, he points out that the game does not offer real-world rewards or facilitate any form of monetary transactions related to the in-game mechanics, thereby further differentiating it from actual gambling.
Despite these arguments, Google appears resolute in its stance. The company has explicitly communicated to Dan that the game must be altered to comply with its policies, with suggested modifications including the removal of the slot machine visual metaphor or the introduction of alternative progression systems not reliant on simulated gambling mechanics. Dan, however, is resistant to these proposed changes, believing that they would fundamentally compromise the core gameplay loop and the very essence of Luck Be a Landlord. He perceives these demands as a form of censorship that stifles creative expression and undermines the artistic integrity of his game.
This impasse has created a tense standoff, with the ultimate fate of Luck Be a Landlord on the Google Play Store hanging in the balance. Dan faces a difficult choice: either acquiesce to Google's demands and potentially alter his game beyond recognition, or stand his ground on principle and risk the removal of his game from a major distribution platform, thereby significantly impacting its reach and accessibility to players. The situation highlights the ongoing tension between platform holders' content policies and developers' creative freedom, particularly in the increasingly complex landscape of mobile gaming.
The Hacker News comments section for the linked article discusses the potential removal of the game "Luck Be a Landlord" from the Google Play Store due to its inclusion of simulated gambling. The discussion revolves around the fairness and consistency of Google's enforcement policies, the nature of gambling in games, and the potential impact on the game's developer.
Several commenters express confusion and frustration with Google's seemingly arbitrary enforcement of its gambling policies. They point out other games on the platform that contain similar mechanics, such as loot boxes or gacha systems, and question why "Luck Be a Landlord" is being singled out. Some speculate about the specific criteria Google uses to determine what constitutes prohibited gambling and suggest that the game's explicit real-world money theme might be a contributing factor. Others argue that the core gameplay loop itself, revolving around random chance and resource management, doesn't necessarily equate to gambling.
A significant portion of the discussion focuses on the impact this ban could have on the game's developer. Commenters express sympathy for the solo developer, highlighting the potential financial and emotional toll of losing a significant distribution platform. The perceived lack of clear communication and support from Google is also criticized. Some suggest alternative distribution methods, such as itch.io or direct sales, and encourage the developer to appeal the decision.
A few commenters delve into the broader discussion surrounding the definition of gambling in games. They debate whether the presence of real-world currency themes, the ability to purchase in-game items, or the element of chance are sufficient to classify a game as gambling. Some argue that "Luck Be a Landlord" falls into a gray area, while others maintain that its core mechanics are distinct from traditional gambling activities.
The overall sentiment in the comments section leans towards support for the game developer and skepticism towards Google's enforcement policies. Many express concerns about the potential chilling effect this ban could have on independent game developers, particularly those experimenting with unconventional mechanics. The lack of transparency and seemingly arbitrary nature of the ban are recurring points of contention.
A highly inventive individual, going by the online moniker "b33f", has undertaken a fascinating project: the meticulous conversion of the entirety of the groundbreaking 1993 first-person shooter video game, Doom, into the portable document format (PDF). This is not simply a document about Doom, but rather a functional, albeit unconventional, rendition of the game itself. The PDF file, hosted online for public access, leverages the surprising capabilities of the PDF specification to emulate a rudimentary form of interactive gameplay within the confines of a document typically associated with static text and images.
The project utilizes a series of intricately designed pages, each representing a distinct game state or a minor incremental change within the game world. Rather than employing traditional animation or code execution, the "gameplay" progresses by manually navigating through these numerous pages, simulating movement, actions, and even the passage of time within the Doom environment. Each page is a static snapshot, depicting the game's visuals at a specific moment, including elements such as the player's perspective, enemy positions, and the state of the environment. Progression is achieved by clicking hyperlinks embedded within the PDF, each link corresponding to a potential player action, like moving forward, turning, or firing a weapon. Clicking a link transports the user to the page representing the outcome of that action, effectively creating a painstakingly constructed illusion of interactive experience.
While this approach drastically deviates from the original game's real-time dynamics and smooth animation, it serves as a remarkable demonstration of the often-overlooked flexibility inherent in the PDF format. The project is not meant to be a practical replacement for playing the original Doom, but rather an intriguing experiment and a testament to creative problem-solving. It showcases how a seemingly inflexible format can be manipulated to achieve unexpected results, blurring the lines between document and application, and offering a unique, albeit cumbersome, way to experience a classic piece of gaming history within the familiar confines of a PDF reader. The sheer volume of pages required to represent even a small portion of the game highlights the dedication and effort invested in this curious undertaking.
The Hacker News post titled "Show HN: Doom (1993) in a PDF" generated a fair amount of discussion, with several commenters intrigued by the concept and its execution.
One of the most compelling threads started with a user questioning the practical use of having Doom rendered within a PDF. This sparked a discussion about potential applications, with some suggesting it could be used for archival purposes, preserving the game in a format less susceptible to software and hardware obsolescence. Others saw it as a novelty or a technical curiosity, appreciating the ingenuity involved in rendering a dynamic game within a static document format. The creator of the PDF chimed in, explaining that it was mainly a technical experiment, driven by curiosity about the possibilities of the PDF format.
Several users expressed admiration for the technical feat, particularly the implementation of sound within the PDF, which some found surprising. They inquired about the methods used to achieve this, prompting the creator to explain that they utilized the PDF's multimedia capabilities and embedded a MIDI soundtrack.
There was also discussion about the limitations of the PDF version, such as performance issues and the lack of interactivity beyond basic menu navigation. Some users pondered whether it would be possible to incorporate more complex game logic within a PDF, leading to a brief exchange about the potential and limitations of PDF as a platform for interactive applications.
A few commenters also drew parallels to other projects that had explored unconventional ways of running Doom, referencing instances like Doom running on calculators or other limited hardware. This reinforced the theme of technical curiosity and the desire to push the boundaries of what's possible with existing technology.
Finally, there were some lighthearted comments appreciating the quirkiness of the project and its nostalgic connection to the original Doom game.
Summary of Comments ( 3 )
https://news.ycombinator.com/item?id=42748534
HN users discuss the merits and drawbacks of rule-based programming for interactive fiction, specifically in Inform 7. Some argue that while appearing simpler initially, rule-based systems can become complex and difficult to debug as interactions grow, leading to unpredictable behavior. Others appreciate the declarative nature and find it well-suited for IF's logic, particularly for handling complex scenarios with many objects and states. The potential performance implications of a rule-based engine are also raised. Several commenters express nostalgia for older IF systems and debate the balance between authoring complexity and expressive power offered by different programming paradigms. A recurring theme is the importance of choosing the right tool for the job, acknowledging that rule-based approaches might be ideal for some types of IF but not others. Finally, some users highlight the benefits of declarative programming for expressing relationships and constraints clearly.
The Hacker News post titled "Rule-Based Programming in Interactive Fiction" sparked a discussion with several interesting comments revolving around the use of rule-based systems, specifically in interactive fiction but also touching upon broader programming contexts.
One commenter highlighted the historical context of rule-based systems in AI and expert systems, pointing out their prevalence in the 1980s and their decline due to perceived limitations. They expressed intrigue at the potential resurgence of these systems, particularly in interactive fiction, suggesting that they might be a good fit for the genre. This commenter also questioned whether modern Prolog implementations are significantly improved over older ones, pondering if today's hardware might make them more viable.
Another commenter drew a parallel between rule-based systems and declarative programming, suggesting that the declarative nature simplifies complex logic. They specifically mentioned the advantage of avoiding explicit state management, which is often a source of bugs in traditional imperative programming.
A separate comment chain discussed the potential benefits and drawbacks of using Prolog for game development, with one person mentioning its use in the game "Shenzhen I/O." They praised Prolog's suitability for puzzle games where logic is paramount but also acknowledged the steep learning curve associated with the language. This spurred a brief discussion about the challenges of debugging Prolog code, with some suggesting that its declarative nature can make it harder to trace the flow of execution.
One commenter suggested that while Prolog and similar logic programming languages might not be ideal for performance-intensive tasks, they excel in scenarios involving complex rules and constraints, such as legal or financial systems. They posited that in such domains, the clarity and expressiveness of rule-based systems outweigh performance concerns.
Another commenter focused on the practical aspects of incorporating rule-based systems into existing game engines, specifically mentioning the possibility of using a rule engine as a scripting language within a larger game framework. They also touched on the potential for using such systems to implement dialogue trees and other interactive narrative elements.
Finally, some comments simply expressed appreciation for the article and the insights it provided into the history and potential applications of rule-based programming. They acknowledged the challenges of adopting such systems but also recognized their power and elegance in certain contexts.