Proceedings of the 12th International Conference on the Foundations of Digital Games 2017
DOI: 10.1145/3102071.3102079
|View full text |Cite
|
Sign up to set email alerts
|

Graph grammar-based controllable generation of puzzles for a learning game about parallel programming

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
21
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
4
3
1

Relationship

2
6

Authors

Journals

citations
Cited by 33 publications
(21 citation statements)
references
References 24 publications
0
21
0
Order By: Relevance
“…A puzzle type for which PCG has only recently been applied is programming puzzles. Dong and Barnes developed a template-based puzzle generator for an educational programming game similar to LightBot [61], and Valls-Vargas et al created a constructive generator for parallel programming puzzles based on graph grammars [62].…”
Section: Discussionmentioning
confidence: 99%
“…A puzzle type for which PCG has only recently been applied is programming puzzles. Dong and Barnes developed a template-based puzzle generator for an educational programming game similar to LightBot [61], and Valls-Vargas et al created a constructive generator for parallel programming puzzles based on graph grammars [62].…”
Section: Discussionmentioning
confidence: 99%
“…PCG have has applied in EG approaching a varied set of subjects, such as math [Rodrigues et al 2017, Smith et al 2012, Butler et al 2015, Lara et al 2018, computing [Horn et al 2016, Dong and Barnes 2017, Valls-Vargas et al 2017, Dezani et al 2017, resource management [Aslam et al 2017, Luo et al 2017, Grappiolo et al 2011, evolution [Soule et al 2017], therapy [Duval et al 2017], and reading [Hooshyar et al 2018]. In those studies, PCG was mostly used to generate levels or its components (e.g.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Furthermore, most of those research conducted user studies with respect to their interaction with the game. The exceptions are the cases where the algorithms were analyzed [Soule et al 2017, Smith et al 2012, Valls-Vargas et al 2017, Dong and Barnes 2017 or no user evaluation was performed [Dezani et al 2017]. In contrast, works reporting user-based studies mainly evaluated users' behavior [Butler et al 2015], affective states' changes [Lara et al 2018], learning gains [Hooshyar et al 2018, Rodrigues et al 2017, Horn et al 2016, in-game performance [Aslam et al 2017], opinions [Duval et al 2017], and the proposed approach's performance [Luo et al 2017, Grappiolo et al 2011].…”
Section: Literature Reviewmentioning
confidence: 99%
“…PCG is a promising idea for experience management since it would allow the EM to adapt the game/experience by generating new content. This idea has been explored in the context of both story generation [63], and level generation for educational games [64].…”
Section: Em-driven Procedural Content Generationmentioning
confidence: 99%