# Procedurally generating rules to adapt difficulty for narrative puzzle games

arXiv: https://arxiv.org/abs/2307.05518 · HTML: https://mlsanity.com/paper/2307.05518/

## Key facts

- Cited by 1 papers 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 (most cited first, 3 of 3)

- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Guiding Pretraining in Reinforcement Learning with Large Language Models](https://mlsanity.com/paper/2302.06692/) (2023)

## Built on by (most cited first, 1 of 1)

- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)

## 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.
