TY - GEN
T1 - Guiding user adaptation in serious games
AU - Westra, Joost
AU - Dignum, Frank
AU - Dignum, Virginia
PY - 2011
Y1 - 2011
N2 - 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. © 2011 Springer-Verlag.
AB - 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. © 2011 Springer-Verlag.
UR - http://www.scopus.com/inward/record.url?scp=79551576705&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-18181-8_9
DO - 10.1007/978-3-642-18181-8_9
M3 - Conference contribution
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 117
EP - 131
BT - Agents for Games and Simulations II - Trends in Techniques, Concepts and Design
T2 - 2nd International Workshop on Agents for Games and Simulations, AGS 2010
Y2 - 10 May 2010 through 10 May 2010
ER -