1. Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning
- Author
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Nyamsuren, E., van der Vegt, G.W., Westera, W., Winands, Mark, van den Herik, H. Jaap, Kosters, Walter, RS-Theme Applied Gaming and Simulation, Department FEEEL, Rage project, RS-Research Line Fostering Effective, Efficient and Enjoyable Learning (FEEEL) (part of WO program), Winands, Mark, van den Herik, H. Jaap, and Kosters, Walter
- Subjects
serious games ,Computer science ,assessment ,media_common.quotation_subject ,adaptation ,Fuzzy logic ,Software portability ,0504 sociology ,Human–computer interaction ,Component (UML) ,Adaptation (computer science) ,Selection (genetic algorithm) ,media_common ,Selection bias ,learning ,Video game development ,business.industry ,05 social sciences ,TwoA ,ComputingMilieux_PERSONALCOMPUTING ,050401 social sciences methods ,050301 education ,Variety (cybernetics) ,Artificial intelligence ,business ,0503 education - Abstract
We introduce the Adaptation and Assessment (TwoA) component, an open-source tool for serious games, capable of adjusting game difficulty to player skill level. Technically, TwoA is compliant with the RAGE (Horizon 2020) game component architecture, which offers seamless portability to a variety of popular game development platforms. Conceptually, TwoA uses a modified version of the Computer Adaptive Practice algorithm. Our version offers two improvements over the original algorithm. First, the TwoA improves balancing of player's motivation and game challenge. Second, TwoA reduces the selection bias that may arise for items of similar difficulty by adopting a fuzzy selection rule. These improvements are validated using multi-agent simulations.
- Published
- 2017
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