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.
| Originalsprog | Engelsk |
|---|---|
| Titel | Proceedings of the IEEE Conference on Game |
| Antal sider | 4 |
| Forlag | IEEE |
| Publikationsdato | 2023 |
| Sider | 1-4 |
| ISBN (Trykt) | 979-8-3503-2278-1 |
| ISBN (Elektronisk) | 979-8-3503-2277-4 |
| DOI | |
| Status | Udgivet - 2023 |
| Begivenhed | Conference on Games - Boston, USA Varighed: 21 aug. 2023 → 24 aug. 2023 https://2023.ieee-cog.org/ |
Konference
| Konference | Conference on Games |
|---|---|
| Land/Område | USA |
| By | Boston |
| Periode | 21/08/2023 → 24/08/2023 |
| Internetadresse |
| Navn | Proceedings of the 2023 IEEE conference on Games |
|---|
Emneord
- procedural generation
- difficulty adjustment
- genetic algorithm
- educational games
- large language models
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