Procedurally generating rules to adapt difficulty for narrative puzzle games
Thomas Volden, Djordje Grbic, Paolo Burelli
TL;DR
The paper tackles adaptive difficulty in kindergarten narrative puzzle games by procedurally generating rules with a genetic algorithm and framing them through large language model storytelling. The approach combines a rule-concept based PCG framework with a tangible YOLI Board testbed and demonstrates that target difficulty can be closely approximated within ~22 generations. A narrative framing step using an LLM is employed to justify rules contextually, aiming to improve comprehension for children. The work lays a foundation for scalable, child-friendly adaptive learning on physical-digital puzzle platforms and points to future directions in child-tailored LLMs and multi-modal evaluation.
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 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.
