This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game platforms. Serious game AI functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment analysis and essay scoring on free texts), and believable non-playing characters (emotional and socio-cultural, non-verbal bodily motion, and lip-synchronised speech), respectively. The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time. All these components are open source software and can be freely downloaded from the newly launched portal at gamecomponents.eu. The components come with detailed installation manuals and tutorial videos. All components have been applied and validated in serious games that were tested with real end-users.
Social power is a pervasive feature with acknowledged impact in a multitude of social processes. However, despite its importance, common approaches to social power interactions in multi-agent systems are rather simplistic and lack a full comprehensive view of the processes involved. In this work, we integrated a comprehensive model of social power dynamics into a cognitive agent architecture based on an operationalization of different bases of social power inspired by theoretical background research in social psychology. The model was implemented in an agent framework that was subsequently used to generate the behavior of virtual characters in an interactive virtual environment. We performed a user study to assess users' perceptions of the agents and found evidence supporting both the social power capabilities provided by the model and their value for the creation of believable and interesting scenarios. We expect that these advances and the collected evidence can be used to support the development of agent systems with an enriched capacity for social agent simulation
20 September 2019 in International Journal of Serious Games
Mobile Math Trails for Europe (MoMaTrE) is an ongoing project to conceptualize and develop a fully gamified platform for creating, organizing and executing mathematics trails. We present some early experimental results of an empirical study from Frankfurt am Main with 218 pupils concerning the introduction of shallow gamification techniques in the platform. The study was based on the self-determination theory and therefore the Intrinsic Motivation Inventory was used. First results are mostly in line with other findings of the previous research literature, but also some interesting effects could be shown. The article concludes with a discussion of our plans for adding other (deeper) gamification elements.
In this paper, we introduce a Monte-Carlo tree search (MCTS) approach for the game "Hearthstone: Heroes of Warcraft". We argue that, in light of the challenges posed by the game (such as uncertainty and hidden information), Monte Carlo tree search offers an appealing alternative to existing AI players. Additionally, by enriching MCTS with a properly constructed heuristic, it is possible to introduce significant gains in performance. We illustrate through extensive empirical validation the superior performance of our approach against vanilla MCTS and the current state-of-the art AI for Hearthstone.
Recent advances on Social Robotics raise the question whether a social robot can be used as a persuasive agent. To date, a body of literature has been performed using various approaches to answer this research question, ranging from the use of non-verbal behavior to the exploration of different embodiment characteristics. In this paper, we investigate the role of social power for making social robots more persuasive. Social power is defined as one’s ability to influence another to do something which s/he would not do without the presence of such power. Different theories classify alternative ways to achieve social power, such as providing a reward, using coercion, or acting as an expert. In this work, we explored two types of persuasive strategies that are based on social power (specifically Reward and Expertise) and created two social robots that would employ such strategies. To examine the effectiveness of these strategies we performed a user study with 51 participants using two social robots in an adversarial setting in which both robots try to persuade the user on a concrete choice. The results show that even though each of the strategies caused the robots to be perceived differently in terms of their competence and warmth, both were similarly persuasive.
About Me
Associate Professor with Aggregation at Instituto Superior Técnico
Associate Professor with Aggregation at Instituto Superior Técnico