Procedurally generating rules to adapt difficulty for narrative puzzle games
Not on the map. Why?
Abstract (arXiv)
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.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 3 of its 16 references that are in the map. First posted on arXiv 7 Jul 2023.
Builds on
3 of 16 references.
References · 3
- 2023Generative Agents: Interactive Simulacra of Human Behaviorcited by 3,568
- 2016OpenAI Gymcited by 1,736
- 2023Guiding Pretraining in Reinforcement Learning with Large Language Modelscited by 187
Built on by
Citing papers per year: 2024: 1.
1 paper.