Procedurally generating rules to adapt difficulty for narrative puzzle games
- Thomas Volden,
- ,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Abstract
This short 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 kindergartens. 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.
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages 1-4 (4 pages)Publication milestones
- Accepted/In press - 23/06/2023
- Published - 2023
Publication status
Published - 2023
Publisher
IEEE, United StatesBook series
- Book series name: Proceedings of the 2023 IEEE conference on Games
ISBN (Print)
979-8-3503-2278-1ISBN (Electronic)
979-8-3503-2277-4Publication IDs
- Scopus: 85180554237
Host publication title
Proceedings of the IEEE Conference on GamePublication metrics
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Citation count
9
Captures
24
Access to documents
Submitted manuscript, 634.47 KB
Related Event
Title
Conference on Games
Event type
ConferenceDegree of recognition
International eventDate
21/08/2023 - 24/08/2023Location
BostonUnited States
