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.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the IEEE Conference on Game |
| Number of pages | 4 |
| Publisher | IEEE |
| Publication date | 2023 |
| Pages | 1-4 |
| ISBN (Print) | 979-8-3503-2278-1 |
| ISBN (Electronic) | 979-8-3503-2277-4 |
| DOIs | |
| Publication status | Published - 2023 |
| Event | Conference on Games - Boston, United States Duration: 21 Aug 2023 → 24 Aug 2023 https://2023.ieee-cog.org/ |
Conference
| Conference | Conference on Games |
|---|---|
| Country/Territory | United States |
| City | Boston |
| Period | 21/08/2023 → 24/08/2023 |
| Internet address |
| Series | Proceedings of the 2023 IEEE conference on Games |
|---|
Keywords
- procedural generation
- difficulty adjustment
- genetic algorithm
- educational games
- large language models
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