Interactive Ant Colony Optimization to Support Adaptation in Serious Games

M. Kickmeier-Rust, Andreas Holzinger
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引用次数: 9

Abstract

The success of serious games usually depends on their capabilities to engage learners and to provide them with personalized gaming and learning experiences. Therefore, it is important to equip a game, as an autonomous computer system, with a certain level of understanding about individual learning trajectories and gaming processes. AI and machine learning technologies increasingly enter the field; these technologies often fail, however, since serious games either pose highly complex problems (combining gaming and learning process) or do not provide the extensive data bases that would be required. An interesting new direction is augmenting the strength of AI technologies with human intuition and human cognition. In the present paper, we investigated performance of the MAXMIN Ant System, a combinatorial optimization algorithm, with and without human interventions to the algorithmic procedure. As a testbed, we used a clone of the Travelling Salesman problem, the Travelling Snakesman game. We found some evidence that human interventions result in superior performance than the algorithm alone. The results are discussed regarding the applicability of this pathfinding algorithm in adaptive games, exemplified by Micro Learning Space adaptation systems.
支持严肃游戏适应的交互式蚁群优化
严肃游戏的成功通常取决于它们吸引学习者的能力,并为他们提供个性化的游戏和学习体验。因此,作为一个自主的计算机系统,让游戏具备对个人学习轨迹和游戏过程的一定程度的理解是很重要的。人工智能和机器学习技术越来越多地进入该领域;然而,这些技术往往会失败,因为严肃游戏要么会带来高度复杂的问题(结合游戏和学习过程),要么无法提供所需的广泛数据库。一个有趣的新方向是用人类的直觉和人类的认知来增强人工智能技术的力量。在本文中,我们研究了MAXMIN蚂蚁系统(一种组合优化算法)在人工干预和不干预算法过程中的性能。作为测试平台,我们使用了旅行推销员问题的克隆,即《旅行蛇人》游戏。我们发现一些证据表明,人工干预比单独使用算法的效果更好。讨论了该寻路算法在自适应博弈中的适用性,并以微学习空间自适应系统为例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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