Procedurally generating rules to adapt difficulty for narrative puzzle games

July 07, 2023 Β· Declared Dead Β· πŸ› 2023 IEEE Conference on Games (CoG)

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Authors Thomas Volden, Djordje Grbic, Paolo Burelli arXiv ID 2307.05518 Category cs.HC: Human-Computer Interaction Cross-listed cs.AI Citations 3 Venue 2023 IEEE Conference on Games (CoG) Last Checked 4 months ago
Abstract
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game designed for kindergarten. A genetic algorithm is used together with a difficulty measure to find a target number of solution sets and a large language model is used to communicate the rules in a narrative context. During testing the approach was able to find rules that approximate any given target difficulty within two dozen generations on average. The approach was combined with a large language model to create a narrative puzzle game where players have to host a dinner for animals that can't get along. Future experiments will try to improve evaluation, specialize the language model on children's literature, and collect multi-modal data from players to guide adaptation.
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