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Adventure videogames have the player assume the role of protagonist in an interactive story, which is primarily driven by exploration and puzzle-solving. A major drawback with this genre is minimal replayability, since the player has already seen what there is to explore, and knows how to solve the puzzles. We propose a technique to generate variations on puzzles that fit in the same location in the original story, and therefore don't require fully procedural story generation. We keep adoi:10.1109/cig.2012.6374173 dblp:conf/cig/DartN12 fatcat:anvotej7izaz3arglg6jmqougi