在严肃游戏中使用基于代理的模型作为非玩家角色

Dmitriy Babichenko, P. Healy, Marcela M. Gomez, S. Kane-Gill, E. Littleton, Peter Brusilovsky, Paul Cohen, Ravi Patel
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引用次数: 2

摘要

许多现代严肃游戏和医疗模拟的缺点之一在于它们无法模拟现实生活中的一些不可预测性。与标准化患者的互动可以教会医疗保健专业的学生如何诊断临床状况,更好地管理患者,或帮助他们改善他们的床边礼仪,但这种模拟的互动不会让学习者准备好处理临床情况的不可预测性、中断和任务切换。同事、临床决策支持警报、寻呼机、智能手机或声音警报都会让人分心。所有这些中断都有可能改变病人的护理过程和治疗结果。模拟的虚拟患者(VP)可以教授批判性思维技能,但是一旦学生成功诊断出VP,模拟就不再提供教育价值。在本文中,我们提出了一种将基于智能体的模型集成到严肃游戏和模拟中的推广方法。在提出的范例中,人类玩家(学习者)在模型中扮演单个代理的角色(例如,医疗保健专业人员),而模型的输出控制环境、代理交互规则以及人类玩家与之交互的所有其他代理(非玩家角色)。此外,我们将展示两个用例,证明使用基于代理的模型作为非玩家角色的行为控制器,在虚拟患者模拟和旨在向中学生传授传染病传播的严肃游戏中引入了一定程度的不可预测性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Use of Agent-Based Models As Non-Player Characters in Serious Games
One of the shortcomings of many modern serious games and medical simulations lies in their inability to model even some modicum of unpredictability of real life situations. Interactions with a standardized patient may teach healthcare professional students how to diagnose a clinical condition, better manage a patient, or help them improve their bedside manners, but such simulated interactions will not prepare the learners to deal with unpredictability of clinical situations, interruption, and task switching. Distractions occur from colleagues, clinical decision support alerts, pagers, smartphones, or audible alarms. All these interruptions can potentially alter the course of patient care and the outcome of a patient's treatment. A simulated virtual patient (VP) may teach critical thinking skills, but once a student has successfully diagnosed a VP, the simulation stops providing educational value. In this paper we propose a generalizable method for integrating agent-based models into serious games and simulations. In the proposed paradigm, a human player (learner) takes on the role of a single agent in the model (e.g, a healthcare professional), while the output of the model controls the environment, the rules of agent interactions, and all the other agents that the human player interacts with (non-player characters). Moreover, we will present two use cases demonstrating that the use of agent-based models as behavior controllers for non-player characters introduces a degree of unpredictability in a virtual patient simulation and in a serious game designed to teach middle and high-school students about the spread of infectious diseases.
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