Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System

In this research paper by Clara Fernández-Vara and Alec Thomson, the authors discuss the system of procedural generation of puzzles used in Symon and Stranded in Singapore. Once they had the working design, they expanded it into what they call the Puzzle-Dice system.

The system works on a database of items that have relationships between each other (such as being able to be combined, or changing a property) and a set of puzzle building blocks. Using the relationships between the items, it attempts to connect the inputs to each puzzle with the other building blocks, building a tree of puzzles for the player to solve. Including taking into account gates between different rooms, giving the system a second way to sequence puzzles.

http://gambit.mit.edu/readme/papers/procedural-generation-of-narra-1.php#004993