Ceptre: A Language for Modeling Generative Interactive Systems
summary
Ceptre is an executable game‑sketching language built atop linear logic programming and multiset rewriting and extended with stages and quiessence to control interaction. The prototype runs card‑game, roguelike and social‑simulation sketches, supports automated fuzzing (200 trials on 25‑player teams showed a balancing threshold of 11/25), exposes rules as persistent logical implications, and proves invariants decidable in principle but computationally expensive; source and examples live on GitHub.
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chapters (20)
- 0:00Intro
- 2:03Attack: Enemy subtracts your attack from their health
- 7:00Formal Language for Game Sketching
- 9:35Interactive Worlds
- 10:15Outline
- 12:04Action and Change
- 15:31Program Rules
- 16:28Derived Syntax
- 17:10Linear Logic Programming
- 19:17Configurations (Contexts)
- 20:04Running a program
- 20:36Interactivity?
- 24:23Returning to Defense Defense... BUFF (self or other)
- 25:35Limitations?
- 27:03Case Studies
- 28:04Ceptre as Game Chemistry Lab
- 29:06Evaluating for Balance
- 30:42(Actual) Limitations
- 31:37Program Invariants
- 33:15Future Work Accessible game design frameworks








