Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles

Determining if and how the difficulty of algorithmic puzzle solvers is related to the difficulty and enjoyment for human players is a challenging task. In this work, we explored this relationship using logic grid puzzles. We used an algorithmic solver to estimate the difficulty of the puzzles by capturing the number of ``solver loops'' through the algorithm. This characteristic was used to generate and evaluate a set of puzzles of varying algorithmic difficulty using constrained MAP-Elites. Then, we ran a user study to gather information on the player experience of these puzzles. We tested the relationship between solver loops and player experience on generated puzzles and found that the number of solver loops is statistically significantly correlated with subjective perception of difficulty and borderline statistically significantly correlated with puzzle correctness.

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Publication Details

Journal
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2024-11-15
DOI
https://doi.org/10.1609/aiide.v20i1.31873
Citations
1
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.35
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article

Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles

Seth Cooper, Kaylah Facey, Fiona Shyne
1 citations
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Artificial Intelligence in Games
0.35
article

Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles

Seth Cooper, Kaylah Facey, Fiona Shyne
article en
1 citations

Abstract

Determining if and how the difficulty of algorithmic puzzle solvers is related to the difficulty and enjoyment for human players is a challenging task. In this work, we explored this relationship using logic grid puzzles. We used an algorithmic solver to estimate the difficulty of the puzzles by capturing the number of ``solver loops'' through the algorithm. This characteristic was used to generate and evaluate a set of puzzles of varying algorithmic difficulty using constrained MAP-Elites. Then, we ran a user study to gather information on the player experience of these puzzles. We tested the relationship between solver loops and player experience on generated puzzles and found that the number of solver loops is statistically significantly correlated with subjective perception of difficulty and borderline statistically significantly correlated with puzzle correctness.

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentVol. 20(1)
Universidad del Noreste (MX)
Openalex Percentile: Top 32%
Artificial Intelligence in Games
0.35
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Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles — Seth Cooper, Kaylah Facey, et al. · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2024) | TGRS Research Map | TGRS