“…While educational games are often designed with a fixed progression of task difficulty, there have been calls for dynamic tailoring of difficulty on a per-player basis (Ben, 2011; da Rocha Seixas, Gomes, & de Melo Filho, 2016; Noroozi, 2016; Zook et al., 2012). Dynamic difficulty adaptation is a challenging problem; given the current broad diversity of player background skills, preferences, and motivations, this matching is typically difficult or impossible to achieve with any single, fixed progression (Metzger & Paxton, 2016; Noroozi, McAlister, & Mulder, 2016; Qian & Clark, 2016). Procedural content generation (PCG) offers an answer to this dilemma, in that it generates content automatically through algorithms, independent of a human designer (Shaker, Togelius, & Nelson, 2014).…”