Serveur d'exploration sur l'opéra

Attention, ce site est en cours de développement !
Attention, site généré par des moyens informatiques à partir de corpus bruts.
Les informations ne sont donc pas validées.

Guiding User Adaptation in Serious Games

Identifieur interne : 000B15 ( Main/Exploration ); précédent : 000B14; suivant : 000B16

Guiding User Adaptation in Serious Games

Auteurs : Joost Westra ; Frank Dignum ; Virginia Dignum

Source :

RBID : ISTEX:08068A218D5A8E102205F4628911DBFBA1E07873

Abstract

Abstract: The complexity of training situations requires teaching different skills to different trainees and in different situations. Current approaches of dynamic difficulty adjustment in games use a purely centralized approach for this adaptation. This becomes impractical if the complexity increases and especially if past actions of the non player characters need to be taken into account. Agents are increasingly used in serious game implementations as a means to reduce complexity and increase believability. Agents can be designed to adapt their behavior to different user requirements and situations. However, this leads to situations in which the lack of coordination between the agents makes it practically impossible to follow the intended storyline of the game and select suitable difficulties for the trainee. In this paper, we present a monitoring system for the coordination of the characters actions and adaptation to guarantee appropriate combinations of character actions that ensure the preservation of the storyline. In particular we propose an architecture for game design that introduces a monitoring module to check the development of user skills and direct coordinated agent adaptation. That is, agents propose possible courses of action that are fitting their role and context, and the monitor module uses this information together with its evaluation of user level and storyline progress to determine the most suitable combination of proposals. Categories and Subject Descriptors: I.2.11 [Artificial Intelligence]: Distributed Artificial Intelligence

Url:
DOI: 10.1007/978-3-642-18181-8_9


Affiliations:


Links toward previous steps (curation, corpus...)


Le document en format XML

<record>
<TEI wicri:istexFullTextTei="biblStruct:series">
<teiHeader>
<fileDesc>
<titleStmt>
<title xml:lang="en">Guiding User Adaptation in Serious Games</title>
<author>
<name sortKey="Westra, Joost" sort="Westra, Joost" uniqKey="Westra J" first="Joost" last="Westra">Joost Westra</name>
</author>
<author>
<name sortKey="Dignum, Frank" sort="Dignum, Frank" uniqKey="Dignum F" first="Frank" last="Dignum">Frank Dignum</name>
</author>
<author>
<name sortKey="Dignum, Virginia" sort="Dignum, Virginia" uniqKey="Dignum V" first="Virginia" last="Dignum">Virginia Dignum</name>
</author>
</titleStmt>
<publicationStmt>
<idno type="wicri:source">ISTEX</idno>
<idno type="RBID">ISTEX:08068A218D5A8E102205F4628911DBFBA1E07873</idno>
<date when="2011" year="2011">2011</date>
<idno type="doi">10.1007/978-3-642-18181-8_9</idno>
<idno type="url">https://api.istex.fr/document/08068A218D5A8E102205F4628911DBFBA1E07873/fulltext/pdf</idno>
<idno type="wicri:Area/Istex/Corpus">001153</idno>
<idno type="wicri:Area/Istex/Curation">001153</idno>
<idno type="wicri:Area/Istex/Checkpoint">000070</idno>
<idno type="wicri:doubleKey">0302-9743:2011:Westra J:guiding:user:adaptation</idno>
<idno type="wicri:Area/Main/Merge">000B15</idno>
<idno type="wicri:Area/Main/Curation">000B15</idno>
<idno type="wicri:Area/Main/Exploration">000B15</idno>
</publicationStmt>
<sourceDesc>
<biblStruct>
<analytic>
<title level="a" type="main" xml:lang="en">Guiding User Adaptation in Serious Games</title>
<author>
<name sortKey="Westra, Joost" sort="Westra, Joost" uniqKey="Westra J" first="Joost" last="Westra">Joost Westra</name>
<affiliation>
<wicri:noCountry code="no comma">Universiteit Utrecht</wicri:noCountry>
</affiliation>
</author>
<author>
<name sortKey="Dignum, Frank" sort="Dignum, Frank" uniqKey="Dignum F" first="Frank" last="Dignum">Frank Dignum</name>
<affiliation>
<wicri:noCountry code="no comma">Universiteit Utrecht</wicri:noCountry>
</affiliation>
</author>
<author>
<name sortKey="Dignum, Virginia" sort="Dignum, Virginia" uniqKey="Dignum V" first="Virginia" last="Dignum">Virginia Dignum</name>
<affiliation>
<wicri:noCountry code="no comma">Delft University of Technology</wicri:noCountry>
</affiliation>
</author>
</analytic>
<monogr></monogr>
<series>
<title level="s">Lecture Notes in Computer Science</title>
<imprint>
<date>2011</date>
</imprint>
<idno type="ISSN">0302-9743</idno>
<idno type="eISSN">1611-3349</idno>
<idno type="ISSN">0302-9743</idno>
</series>
<idno type="istex">08068A218D5A8E102205F4628911DBFBA1E07873</idno>
<idno type="DOI">10.1007/978-3-642-18181-8_9</idno>
<idno type="ChapterID">Chap9</idno>
<idno type="ChapterID">9</idno>
</biblStruct>
</sourceDesc>
<seriesStmt>
<idno type="ISSN">0302-9743</idno>
</seriesStmt>
</fileDesc>
<profileDesc>
<textClass></textClass>
<langUsage>
<language ident="en">en</language>
</langUsage>
</profileDesc>
</teiHeader>
<front>
<div type="abstract" xml:lang="en">Abstract: The complexity of training situations requires teaching different skills to different trainees and in different situations. Current approaches of dynamic difficulty adjustment in games use a purely centralized approach for this adaptation. This becomes impractical if the complexity increases and especially if past actions of the non player characters need to be taken into account. Agents are increasingly used in serious game implementations as a means to reduce complexity and increase believability. Agents can be designed to adapt their behavior to different user requirements and situations. However, this leads to situations in which the lack of coordination between the agents makes it practically impossible to follow the intended storyline of the game and select suitable difficulties for the trainee. In this paper, we present a monitoring system for the coordination of the characters actions and adaptation to guarantee appropriate combinations of character actions that ensure the preservation of the storyline. In particular we propose an architecture for game design that introduces a monitoring module to check the development of user skills and direct coordinated agent adaptation. That is, agents propose possible courses of action that are fitting their role and context, and the monitor module uses this information together with its evaluation of user level and storyline progress to determine the most suitable combination of proposals. Categories and Subject Descriptors: I.2.11 [Artificial Intelligence]: Distributed Artificial Intelligence</div>
</front>
</TEI>
<affiliations>
<list></list>
<tree>
<noCountry>
<name sortKey="Dignum, Frank" sort="Dignum, Frank" uniqKey="Dignum F" first="Frank" last="Dignum">Frank Dignum</name>
<name sortKey="Dignum, Virginia" sort="Dignum, Virginia" uniqKey="Dignum V" first="Virginia" last="Dignum">Virginia Dignum</name>
<name sortKey="Westra, Joost" sort="Westra, Joost" uniqKey="Westra J" first="Joost" last="Westra">Joost Westra</name>
</noCountry>
</tree>
</affiliations>
</record>

Pour manipuler ce document sous Unix (Dilib)

EXPLOR_STEP=$WICRI_ROOT/Wicri/Musique/explor/OperaV1/Data/Main/Exploration
HfdSelect -h $EXPLOR_STEP/biblio.hfd -nk 000B15 | SxmlIndent | more

Ou

HfdSelect -h $EXPLOR_AREA/Data/Main/Exploration/biblio.hfd -nk 000B15 | SxmlIndent | more

Pour mettre un lien sur cette page dans le réseau Wicri

{{Explor lien
   |wiki=    Wicri/Musique
   |area=    OperaV1
   |flux=    Main
   |étape=   Exploration
   |type=    RBID
   |clé=     ISTEX:08068A218D5A8E102205F4628911DBFBA1E07873
   |texte=   Guiding User Adaptation in Serious Games
}}

Wicri

This area was generated with Dilib version V0.6.21.
Data generation: Thu Apr 14 14:59:05 2016. Site generation: Thu Jan 4 23:09:23 2024