arXiv:2605.08319cs.SEcs.AI2026-05

用可复现的规则引擎打造可交互、可测试的卡牌游戏开发框架

Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Development

  • 基于确定性运行模型,统一支持游戏玩法、模拟、测试与联机
  • 1000次种子测试中单人/双人自动对战胜率分别为36.1%和34.9%
  • 适合关注可复现测试与自动化平衡调试的游戏开发者

Mazocarta 是一个用 Rust 编写的种子驱动式策略卡牌构建器,编译为 WebAssembly 实现浏览器运行,也可原生执行用于模拟。其核心技术贡献并非创造新卡牌类型,而是构建了一个可仪器化的游戏开发参考实现:同一规则引擎支持交互式游玩、命令行模拟、自动化端到端测试、存档/加载补丁及本地多人对战。本文阐述了 Mazocarta 的架构设计、确定性运行模型、可复现的平衡探测机制,以及通过二维码触发的 WebRTC 本地联机方案。在 1000 个确定性种子的评估快照中,模拟流水线能产生可复现的开发信号。在该配置下,单人与双人自动对战胜率分别为 36.1% 和 34.9%,这些数据不作为最终玩家平衡指标,而是用于未来平衡调整与回归检测的重复性探针。Mazocarta 定位为可玩的开源参考实现,涵盖确定性回归检查、自动化测试流程、机制平衡探测及浏览器-原生本地联机,均基于同一个生产级规则核心。

原文摘要 · Abstract (English)

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.

卡牌游戏程序生成自动化测试联机开发

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