Academic literature on the topic 'Puzzles and games'

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Journal articles on the topic "Puzzles and games"

1

Pusey, Megan, Kok Wai Wong, and Natasha Anne Rappa. "The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–27. http://dx.doi.org/10.1145/3474703.

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Video games are often designed around puzzles and problem-solving, leading to challenging yet engaging experiences for players. However, it is hard to measure or compare the challenge level of puzzles in video games. This can make designing appropriately challenging puzzles problematic. This study collates previous work to present refined definitions for challenge and difficulty within the context of video games. We present the Puzzle Challenge Analysis tool which can be used to determine the best metrics for analysing the challenge level of puzzles within video games. Previous research has fo
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Dong, Yihuan, and Tiffany Barnes. "Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (2021): 172–78. http://dx.doi.org/10.1609/aiide.v13i1.12952.

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Although there has been much work on procedural content generation for other game genres, very few researchers have tackled automated content generation for educational games. In this paper, we present a template-based, automatic puzzle generator for an educational puzzle programming game called BOTS. Two experts created their own new puzzles and evaluated generator-generated puzzles for meeting the educational goals, the structural and visual novelty. We show that our generator can generate puzzles with expert-designed educational goals while saving experts more than 80% of creation time, and
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3

Hill, John M. D., Clark K. Ray, Jean R. S. Blair, and Curtis A. Carver. "Puzzles and games." ACM SIGCSE Bulletin 35, no. 1 (2003): 182–86. http://dx.doi.org/10.1145/792548.611964.

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4

Krekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. "Puzzles Unpuzzled." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–24. http://dx.doi.org/10.1145/3474696.

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Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the
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Johnson, Mark R. "Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play." Games and Culture 14, no. 2 (2018): 119–38. http://dx.doi.org/10.1177/1555412018790423.

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This article examines “paper puzzle games”—crosswords, Sudoku, Kakuro, word searches, and so forth—in order to historicize and contextualize “casual games,” complicate our notions of “casual” play, and open up paper puzzle games to game studies consideration for the first time. The article begins by identifying the dearth of literature on paper puzzle games and offers an initial examination of these games through the lens of casual games, play, and players. It focuses on six traits in casual game design: appealing themes, ease of access, ease of learning, minimal required expertise, fast rewar
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Shasha, Dennis. "Upstart Puzzles: Chair Games." Communications of the ACM 59, no. 7 (2016): 128. http://dx.doi.org/10.1145/2915924.

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7

Chen, Eugene You Chen, Adam White, and Nathan R. Sturtevant. "Entropy as a Measure of Puzzle Difficulty." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 34–42. http://dx.doi.org/10.1609/aiide.v19i1.27499.

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Evaluating and ranking the difficulty and enjoyment of puzzles is important in game design. Typically, such rankings are constructed manually for each specific game, which can be time consuming, subject to designer bias, and requires extensive play testing. An approach to ranking that generalizes across multiple puzzle games is even more challenging because of their variation in factors like rules and goals. This paper introduces two general approaches to compute puzzle entropy, and uses them to evaluate puzzles that players enjoy. The resulting uncertainty score is equivalent to the number of
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Chen, Lihan, Jingping Liu, Sihang Jiang, et al. "Crossword Puzzle Resolution via Monte Carlo Tree Search." Proceedings of the International Conference on Automated Planning and Scheduling 32 (June 13, 2022): 35–43. http://dx.doi.org/10.1609/icaps.v32i1.19783.

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Although the development of AI in games is remarkable, intelligent machines still lag behind humans in games that require the ability of language understanding. In this paper, we focus on the crossword puzzle resolution task. Solving crossword puzzles is a challenging task since it requires the ability to understand natural language and the ability to execute a search over possible answers to find an optimal set of solutions for the grid. Previous solutions are devoted to exploiting heuristic strategies in search to find solutions while having limited ability to explore the search space. We pr
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9

Chen, Rulin, Ziqi Wang, Peng Song, and Bernd Bickel. "Computational design of high-level interlocking puzzles." ACM Transactions on Graphics 41, no. 4 (2022): 1–15. http://dx.doi.org/10.1145/3528223.3530071.

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Interlocking puzzles are intriguing geometric games where the puzzle pieces are held together based on their geometric arrangement, preventing the puzzle from falling apart. High-level-of-difficulty , or simply high-level , interlocking puzzles are a subclass of interlocking puzzles that require multiple moves to take out the first subassembly from the puzzle. Solving a high-level interlocking puzzle is a challenging task since one has to explore many different configurations of the puzzle pieces until reaching a configuration where the first subassembly can be taken out. Designing a high-leve
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10

Osipov, Ilya V., and Evgeny Nikulchev. "Review puzzles and construction sets falling under the category of augmented reality games." ITM Web of Conferences 18 (2018): 02003. http://dx.doi.org/10.1051/itmconf/20181802003.

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In this article, the authors review puzzles and construction sets falling under the category of augmented reality games and, at the same time, serving as the elements of TUI interfaces. The review does not include games based on jigsaw puzzles (dissection puzzles, where the player has to put together a set of fragments of variously shaped images). Transreality puzzles are electronic-mechanical puzzles (usually three-dimensional), where the gameplay takes place both in the domain of a virtual game, and in that of a mechanical device.
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