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Automated Generation and Evaluation of Interactive-Fiction Serious Games with Open-Weight LLMs

Abstract

This work investigates whether open-weight large language models can automatically generate runnable and educationally faithful serious games in a constrained, text-only interactive-fiction (IF) setting. The target games are station-based single-player serious games for knowledge assessment, implemented as IF in a structured, machine-readable text format, and used here as a first step towards later ambient scenarios. A fully automated pipeline called SINE (Serious Interactive Narrative Engine) is evaluated with four prompting strategies, grammar-guided decoding, deterministic validation, and a repair agent. Across a staged evaluation with 240 seeds and increasing complexity, finalist configurations reach success rates between roughly 68% and 86% on the joint criterion of compilation, playability, and learning-goal fidelity. Repair iterations proved central to robustness, whereas grammar masking on top of reasoning prompts did not consistently improve outcomes. The study provides a reproducible benchmark setup, open artifacts, and a constrained generation pipeline as a basis for later extensions toward broader serious game scenarios.
OriginalspracheEnglisch
Aufsatznummer2932
ZeitschriftApplied Sciences (Switzerland)
Jahrgang16
Ausgabenummer6
ISSN2076-3417
DOIs
PublikationsstatusVeröffentlicht - 18.03.2026

Fördermittel

This work was produced in the context of the project Life Labs, which is funded by Stiftung Innovation in der Hochschullehre within the funding program Lehrarchitektur (grant number 1001-3214).

TrägerTrägernummer
Stiftung Innovation in der Hochschullehre1001-3214

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