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Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning
- Source :
- Lecture Notes in Computer Science ISBN: 9783319716480, ACG, Advances in Computer Games. ACG 2017: 15th International Conferences, ACG 2017, Leiden, The Netherlands, July 3–5, 2017, Revised Selected Papers, 201-212, ISSUE=1;STARTPAGE=201;ENDPAGE=212;TITLE=Advances in Computer Games. ACG 2017, Nyamsuren, E, van der Vegt, G W & Westera, W 2017, Automated Adaptation and Assessment in Serious Games: a Portable Tool for Supporting Learning . in M Winands, H J van den Herik & W Kosters (eds), Advances in Computer Games. ACG 2017 : 15th International Conferences, ACG 2017, Leiden, The Netherlands, July 3–5, 2017, Revised Selected Papers . 1 edn, Springer International Publishing AG, Cham, Lecture Notes in Computer Science, vol. 10664, pp. 201-212, Fifteenth International Conference on Advances in Computer Games, Leiden, Netherlands, 3/07/17 . https://doi.org/10.1007/978-3-319-71649-7_17
- Publication Year :
- 2017
- Publisher :
- Springer International Publishing, 2017.
-
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.
- 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
Subjects
Details
- ISBN :
- 978-3-319-71648-0
- ISBNs :
- 9783319716480
- Database :
- OpenAIRE
- Journal :
- Lecture Notes in Computer Science ISBN: 9783319716480, ACG, Advances in Computer Games. ACG 2017: 15th International Conferences, ACG 2017, Leiden, The Netherlands, July 3–5, 2017, Revised Selected Papers, 201-212, ISSUE=1;STARTPAGE=201;ENDPAGE=212;TITLE=Advances in Computer Games. ACG 2017, Nyamsuren, E, van der Vegt, G W & Westera, W 2017, Automated Adaptation and Assessment in Serious Games: a Portable Tool for Supporting Learning . in M Winands, H J van den Herik & W Kosters (eds), Advances in Computer Games. ACG 2017 : 15th International Conferences, ACG 2017, Leiden, The Netherlands, July 3–5, 2017, Revised Selected Papers . 1 edn, Springer International Publishing AG, Cham, Lecture Notes in Computer Science, vol. 10664, pp. 201-212, Fifteenth International Conference on Advances in Computer Games, Leiden, Netherlands, 3/07/17 . https://doi.org/10.1007/978-3-319-71649-7_17
- Accession number :
- edsair.doi.dedup.....c1ffc6f0cd6b7f27beac6faade8816ca
- Full Text :
- https://doi.org/10.1007/978-3-319-71649-7_17