LETGAMES: An LLM-Powered Gamified Approach to Cognitive Training for Patients with Cognitive Impairment
Jingwei Shi, Shengyu Tao, Xinxiang Yin, Chen Huang, Wenqiang Lei, See-Kiong Ng

TL;DR
LETGAMES leverages large language models to create personalized, interactive cognitive training games for patients with impairments, demonstrating promising results in efficacy and assessment.
Contribution
This work introduces an automated, LLM-powered method for designing personalized therapeutic games and a new evaluation protocol for cognitive training effectiveness.
Findings
Experimental results show significant potential of LETGAMES in cognitive training.
Both LLM-based assessors and human evaluations support the approach's efficacy.
The method enables resource-efficient, tailored game design for individual patients.
Abstract
The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered method, \ours, for automated and personalized therapeutic game design. Inspired by the Dungeons & Dragons, LETGAMES generates an open-world interactive narrative game. It not only generates game scenarios and challenges that target specific cognitive domains, but also employs conversational strategies to offer guidance and companionship. To validate its efficacy, we pioneer a psychology-grounded evaluation protocol LETGAMESEVAL, establishing comprehensive metrics for rehabilitative assessment. Building upon this, our experimental results from both LLM-based assessors and human expert evaluations demonstrate the significant potential of our approach,…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
