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Quantifying over play: Constraining undesirable solutions in puzzle design
2013
International Conference on Foundations of Digital Games
Motivated by our ongoing efforts in the development of Refraction 2, a puzzle game targeting mathematics education, we realized that the quality of a puzzle is critically sensitive to the presence of alternative solutions with undesirable properties. Where, in our game, we seek a way to automatically synthesize puzzles that can only be solved if the player demonstrates specific concepts, concern for the possibility of undesirable play touches other interactive design domains. To frame this
dblp:conf/fdg/SmithBP13
fatcat:hep5b5d4lvfsbni6me6bld6xiy