Planning-Based Game Development: A PDDL Approach to Gameplay Observability and Meta-Awareness
Resumo
Introduction: This work presents Gobbi’s Goblins, a text-based role-playing game (RPG) that leverages Artificial Intelligence (AI) planning to develop interactive storylines and foster player agency. Objective: To investigate how planning-based systems can go beyond dynamic storyline generation by promoting player agency and meta-awareness through narrative observability. Methodology: The project employs numeric planning to formally represent the game domain and quest system. Player interactions through text commands update the planning state, allowing the system to dynamically recompute and expose, at any moment, the set of reachable narrative outcomes. Results: This architecture aims to enable meta-awareness by making narrative consequences explicit, enhancing player agency as users deliberately navigate toward or away from desired endings based on real-time feedback.
Palavras-chave:
Artificial Intelligence, Automated Planning, Interactive Storylines, Player Agency, Digital Games
Referências
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Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Available at: [link]. Accessed: 2025-07-02.
Flavell, J. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American Psychologist, 34:906–911.
Haslum, P., Lipovetzky, N., e Magazzeni, D. (2019). An Introduction to the Planning Domain Definition Language. Morgan & Claypool Publishers.
Kuroiwa, R., Shleyfman, A., e Beck, J. C. (2023). Extracting and exploiting bounds of numeric variables for optimal linear numeric planning. In Proc. ECAI.
Li, B. e Riedl, M. O. (2010). Planning for individualized experiences with quest-centric game adaptation. In Proceedings of the ICAPS 2010 Workshop on Planning in Games, Toronto, Canada.
Microsoft Learn (2021). Ai overview – halo 2. Available at: [link]. Accessed: 28 jun. 2025.
Prince, G. (2003). A Dictionary of Narratology. University of Nebraska Press, Lincoln, revised edition.
Ribeiro, B., Penha, I., e Ribas, B. (2025). bni: A pddl to c compiler with integrated repl for interactive testing. In Proceedings of the 22nd National Meeting on Artificial and Computational Intelligence, pages 1785–1796, Porto Alegre, RS, Brasil. SBC.
Schell, J. (2014). The Art of Game Design: A Book of Lenses. A. K. Peters, Ltd., USA, 2nd edition.
Shleyfman, A., Kuroiwa, R., e Beck, J. C. (2023). Symmetry detection and breaking in cost-optimal numeric planning. In Proc. ICAPS, pages 393–401.
Soares de Lima, E., Feijo, B., e Furtado, A. L. (2014). Hierarchical generation of dynamic and nondeterministic quests in games. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, ACE ’14, New York, NY, USA. Association for Computing Machinery.
Soares de Lima, E., Feijo, B., e Furtado, A. L. (2016). Player behavior and personality modeling for interactive storytelling in games. Entertainment Computing, 28:32–48.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Available at: [link]. Accessed: 2025-07-02.
Flavell, J. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American Psychologist, 34:906–911.
Haslum, P., Lipovetzky, N., e Magazzeni, D. (2019). An Introduction to the Planning Domain Definition Language. Morgan & Claypool Publishers.
Kuroiwa, R., Shleyfman, A., e Beck, J. C. (2023). Extracting and exploiting bounds of numeric variables for optimal linear numeric planning. In Proc. ECAI.
Li, B. e Riedl, M. O. (2010). Planning for individualized experiences with quest-centric game adaptation. In Proceedings of the ICAPS 2010 Workshop on Planning in Games, Toronto, Canada.
Microsoft Learn (2021). Ai overview – halo 2. Available at: [link]. Accessed: 28 jun. 2025.
Prince, G. (2003). A Dictionary of Narratology. University of Nebraska Press, Lincoln, revised edition.
Ribeiro, B., Penha, I., e Ribas, B. (2025). bni: A pddl to c compiler with integrated repl for interactive testing. In Proceedings of the 22nd National Meeting on Artificial and Computational Intelligence, pages 1785–1796, Porto Alegre, RS, Brasil. SBC.
Schell, J. (2014). The Art of Game Design: A Book of Lenses. A. K. Peters, Ltd., USA, 2nd edition.
Shleyfman, A., Kuroiwa, R., e Beck, J. C. (2023). Symmetry detection and breaking in cost-optimal numeric planning. In Proc. ICAPS, pages 393–401.
Soares de Lima, E., Feijo, B., e Furtado, A. L. (2014). Hierarchical generation of dynamic and nondeterministic quests in games. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, ACE ’14, New York, NY, USA. Association for Computing Machinery.
Soares de Lima, E., Feijo, B., e Furtado, A. L. (2016). Player behavior and personality modeling for interactive storytelling in games. Entertainment Computing, 28:32–48.
Publicado
29/09/2026
Como Citar
BERGHOLZ, Lucas Gobbi; RIBAS, Bruno César.
Planning-Based Game Development: A PDDL Approach to Gameplay Observability and Meta-Awareness. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 636-646.
DOI: https://doi.org/10.5753/sbgames.2026.23611.
