Strategy adaptive system to learning processes for emerging serious games using a fuzzy classifier system

IF 0.6 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Jose Aguilar, Francisco Díaz, Ángel Pinto, Nelson Pérez
{"title":"Strategy adaptive system to learning processes for emerging serious games using a fuzzy classifier system","authors":"Jose Aguilar, Francisco Díaz, Ángel Pinto, Nelson Pérez","doi":"10.3233/kes-230113","DOIUrl":null,"url":null,"abstract":"An emerging serious game (ESG) is a game that unfolds autonomously without explicit laws, adapting to the player, where the player learns while playing. An ESG engine must enable the emergence in the game, in order to allow its adaptation to the specific environment where it is being used. In previous articles, different components of an ESG engine have been proposed. This paper proposes a strategy adaptive system (SAS) for ESG, which allows the emergence of strategies in a videogame. Particularly, SAS manages the emergence of new procedures or methods (tactics), as well as actions (logistics), among other things, in the ESG, to adapt it to the environment. This component is based on a Fuzzy Classifier System that generates new rules, tactics, etc. in the game to follow the desired behavior. In this article, SAS is applied in a smart classroom (SaCI, for its acronym in Spanish), in such a way that allows the adaptation of an ESG to the students in SaCI. Especially, it is used during their teaching-learning processes. Additionally, this paper analyzes the performance of SAS in SaCI, with very encouraging results, since the quality of the strategies proposed by SAS (defined by rules that define the logic and tactics of the game) is improved in all case studies. This improvement is confirmed because the average use of the rules generated by our adaptive system is greater than 3.6, when the initial rules are used on average less than once.","PeriodicalId":44076,"journal":{"name":"International Journal of Knowledge-Based and Intelligent Engineering Systems","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2024-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Knowledge-Based and Intelligent Engineering Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3233/kes-230113","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0

Abstract

An emerging serious game (ESG) is a game that unfolds autonomously without explicit laws, adapting to the player, where the player learns while playing. An ESG engine must enable the emergence in the game, in order to allow its adaptation to the specific environment where it is being used. In previous articles, different components of an ESG engine have been proposed. This paper proposes a strategy adaptive system (SAS) for ESG, which allows the emergence of strategies in a videogame. Particularly, SAS manages the emergence of new procedures or methods (tactics), as well as actions (logistics), among other things, in the ESG, to adapt it to the environment. This component is based on a Fuzzy Classifier System that generates new rules, tactics, etc. in the game to follow the desired behavior. In this article, SAS is applied in a smart classroom (SaCI, for its acronym in Spanish), in such a way that allows the adaptation of an ESG to the students in SaCI. Especially, it is used during their teaching-learning processes. Additionally, this paper analyzes the performance of SAS in SaCI, with very encouraging results, since the quality of the strategies proposed by SAS (defined by rules that define the logic and tactics of the game) is improved in all case studies. This improvement is confirmed because the average use of the rules generated by our adaptive system is greater than 3.6, when the initial rules are used on average less than once.
使用模糊分类系统的新兴严肃游戏学习过程战略自适应系统
新兴严肃游戏(ESG)是一种在没有明确规则的情况下自主展开的游戏,它能适应玩家,玩家在游戏中学习。ESG 引擎必须能够在游戏中实现新兴,以便使其适应游戏使用的特定环境。在之前的文章中,已经提出了 ESG 引擎的不同组成部分。本文提出了一种 ESG 战略自适应系统(SAS),该系统允许在电子游戏中出现各种战略。特别是,SAS 可管理 ESG 中新程序或方法(战术)以及行动(后勤)等的出现,使其适应环境。该组件以模糊分类系统为基础,在游戏中生成新的规则、战术等,以遵循所需的行为。在本文中,SAS 被应用于智能教室(SaCI,西班牙语的缩写)中,从而使 ESG 适应 SaCI 中的学生。特别是在教学过程中使用。此外,本文还分析了 SAS 在 SaCI 中的表现,结果非常令人鼓舞,因为在所有案例研究中,SAS 提出的策略(由定义游戏逻辑和战术的规则定义)的质量都得到了提高。在初始规则平均使用不到一次的情况下,我们的自适应系统生成的规则的平均使用率大于 3.6,从而证实了这种改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
2.10
自引率
0.00%
发文量
22
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信