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| Format: | Preprint |
| Veröffentlicht: |
2026
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| Schlagworte: | |
| Online-Zugang: | https://arxiv.org/abs/2605.08319 |
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| _version_ | 1866915995452440576 |
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| author | Cogan, Timothy C. |
| author_facet | Cogan, Timothy C. |
| contents | Mazocarta is a seeded procedural tactical deckbuilder implemented in Rust, compiled to WebAssembly for browser play, and executable natively for simulation. Its primary technical contribution is not the invention of a new deckbuilding genre, but the construction of an instrumented game-development reference artifact: the same rules engine supports interactive play, native command-line simulation, automated end-to-end tests, save/load fixtures, and local-area multiplayer. This paper describes Mazocarta's architecture, deterministic run model, reproducible balance probes, and QR-mediated WebRTC pairing for local multiplayer. An evaluation snapshot over 1,000 deterministic seeds shows that the simulation pipeline can produce reproducible development signals. In the evaluated configuration, single-player and two-player autoplay win rates were 36.1% and 34.9% over 1,000 deterministic seeds, respectively. These rates are not presented as final player-facing balance metrics, but as repeatable probes for future balance shifts and regressions. Mazocarta is positioned as a playable open-source reference artifact for instrumented game development: deterministic regression checks, automated playtesting workflows, balance probes for game mechanics, and browser-native local multiplayer all exercise one shared production rules core. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2605_08319 |
| institution | arXiv |
| publishDate | 2026 |
| record_format | arxiv |
| spellingShingle | Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Development Cogan, Timothy C. Software Engineering Artificial Intelligence Mazocarta is a seeded procedural tactical deckbuilder implemented in Rust, compiled to WebAssembly for browser play, and executable natively for simulation. Its primary technical contribution is not the invention of a new deckbuilding genre, but the construction of an instrumented game-development reference artifact: the same rules engine supports interactive play, native command-line simulation, automated end-to-end tests, save/load fixtures, and local-area multiplayer. This paper describes Mazocarta's architecture, deterministic run model, reproducible balance probes, and QR-mediated WebRTC pairing for local multiplayer. An evaluation snapshot over 1,000 deterministic seeds shows that the simulation pipeline can produce reproducible development signals. In the evaluated configuration, single-player and two-player autoplay win rates were 36.1% and 34.9% over 1,000 deterministic seeds, respectively. These rates are not presented as final player-facing balance metrics, but as repeatable probes for future balance shifts and regressions. Mazocarta is positioned as a playable open-source reference artifact for instrumented game development: deterministic regression checks, automated playtesting workflows, balance probes for game mechanics, and browser-native local multiplayer all exercise one shared production rules core. |
| title | Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Development |
| topic | Software Engineering Artificial Intelligence |
| url | https://arxiv.org/abs/2605.08319 |