Procedurally generating rules to adapt difficulty for narrative puzzle games

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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.
OriginalsprogEngelsk
TitelProceedings of the IEEE Conference on Game
Antal sider4
ForlagIEEE
Publikationsdato2023
Sider1-4
ISBN (Trykt)979-8-3503-2278-1
ISBN (Elektronisk)979-8-3503-2277-4
DOI
StatusUdgivet - 2023
NavnProceedings of the 2023 IEEE conference on Games

Emneord

  • procedural generation
  • difficulty adjustment
  • genetic algorithm
  • educational games
  • large language models

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