2009
DOI: 10.1007/978-3-642-11198-3_14
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Adaptive Serious Games Using Agent Organizations

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Cited by 21 publications
(10 citation statements)
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“…These two ideas have been used to adjust task difficulty of serious games and learning environments, so that the user remains in ZPD or the flow channel when performing the task. Examples include intelligent learning environments that keep track of learners' performance and provide guidance to keep the learners in ZPD (2,(13)(14) , and serious games that are augmented with adaptation mechanisms that match task difficulty to user performance (15)(16)(17) . The second category has been influenced by selfdetermination theory (SDT), which has been applied to enhancing motivation in serious games and learning environments.…”
Section: Introductionmentioning
confidence: 99%
“…These two ideas have been used to adjust task difficulty of serious games and learning environments, so that the user remains in ZPD or the flow channel when performing the task. Examples include intelligent learning environments that keep track of learners' performance and provide guidance to keep the learners in ZPD (2,(13)(14) , and serious games that are augmented with adaptation mechanisms that match task difficulty to user performance (15)(16)(17) . The second category has been influenced by selfdetermination theory (SDT), which has been applied to enhancing motivation in serious games and learning environments.…”
Section: Introductionmentioning
confidence: 99%
“…Peirce et al [7] propose a system for adapting non-playing characters (NPCs) behavior to enable a personalized learning experience. Westra et al [12] use agent organizations to adapt the behavior of game elements, during game-play, to the skill level of players. Results in adapting game content can be found on Togelius et al [10] work.…”
Section: Related Workmentioning
confidence: 99%
“…This allows the designer to make sure that the users are not exposed to tasks that are not suitable yet or would ruin the storyline. In previous work we have shown how to use agent organizations to specify the boundaries of the game [24], [25].…”
Section: B Agent Organizationsmentioning
confidence: 99%
“…In this example, this means that at least one agent prefer to check the left hallway but it puts a lot less burden on the designer to allow autonomy within the agents while making sure that certain critical criteria are always met. In previous work [25], [24] we proposed the use of multi-agent organizations to define a storyline (defining coordination restrictions on the agents) in such a way that there is room for adaptation while making sure that believability of the game is preserved. In this paper we show how the agents are implemented and show the coordinations of tasks and proof that it works in practice.…”
Section: Introductionmentioning
confidence: 99%