Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
173 tokens/sec
GPT-4o
7 tokens/sec
Gemini 2.5 Pro Pro
46 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
38 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Procedurally generating rules to adapt difficulty for narrative puzzle games (2307.05518v1)

Published 7 Jul 2023 in cs.HC and cs.AI

Abstract: 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 LLM 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 LLM 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 LLM on children's literature, and collect multi-modal data from players to guide adaptation.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (16)
  1. OpenAI Gym. 2016.
  2. Jaime Carbonell. AI in CAI: An Artificial-Intelligence Approach to Computer-Assisted Instruction. IEEE Transactions on Man Machine Systems, 11(4):190–202, December 1970.
  3. Lucrezia Crescenzi‐Lanna. Multimodal Learning Analytics research with young children: A systematic review. British Journal of Educational Technology, 51(5):1485–1504, September 2020.
  4. Guiding Pretraining in Reinforcement Learning with Large Language Models, February 2023. arXiv:2302.06692 [cs].
  5. A data-driven procedural-content-generation approach for educational games. Journal of Computer Assisted Learning, 34(6):731–739, December 2018.
  6. Learning with serious games: Is fun playing the game a predictor of learning success? British Journal of Educational Technology, 47(1):151–163, January 2016.
  7. Depth in Strategic Games. In AAAI Workshops, January 2017.
  8. Multimodal Data Fusion in Learning Analytics: A Systematic Review. Sensors, 20(23):6856, November 2020.
  9. OpenAI. (no date provided). Introducing ChatGPT. https://openai.com/blog/chatgpt accessed 13. May 2023.
  10. Generative Agents: Interactive Simulacra of Human Behavior, April 2023. arXiv:2304.03442 [cs].
  11. The effect of adaptive difficulty adjustment on the effectiveness of a game to develop executive function skills for learners of different ages. Cognitive Development, 49:56–67, January 2019.
  12. Symeon Retalis. Creating Adaptive e-Learning Board Games for School Settings Using the ELG Environment. 2008.
  13. The effectiveness of adaptive versus non‐adaptive learning with digital educational games. Journal of Computer Assisted Learning, 36(4):502–513, August 2020.
  14. Enhancing reading skills through adaptive e-learning. Interactive Technology and Smart Education, 16(1):2–17, March 2019.
  15. Experience-driven procedural content generation (Extended abstract). In 2015 International Conference on Affective Computing and Intelligent Interaction (ACII), pages 519–525, Xi’an, China, September 2015. IEEE.
  16. Yu Zhonggen. A Meta-Analysis of Use of Serious Games in Education over a Decade. International Journal of Computer Games Technology, 2019:1–8, February 2019.
Citations (1)

Summary

We haven't generated a summary for this paper yet.