Procedurally generating rules to adapt difficulty for narrative puzzle games

Fuente: arXiv
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Auteurs principaux: Volden, Thomas, Grbic, Djordje, Burelli, Paolo
Format: Preprint
Publié: 2023
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author Volden, Thomas
Grbic, Djordje
Burelli, Paolo
author_facet Volden, Thomas
Grbic, Djordje
Burelli, Paolo
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2307_05518
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Procedurally generating rules to adapt difficulty for narrative puzzle games
Volden, Thomas
Grbic, Djordje
Burelli, Paolo
Human-Computer Interaction
Artificial Intelligence
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.
title Procedurally generating rules to adapt difficulty for narrative puzzle games
topic Human-Computer Interaction
Artificial Intelligence
url https://arxiv.org/abs/2307.05518