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On-line Adapting Games using Agent Organizations

机译:使用代理组织在线调整游戏

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Almost all computer games that are currently created use fixed scenarios or simple fixed rules to define the course of the game, which mostly results in very predictable and inflexible behavior of all the elements in the game. Current research done on dynamic adjustability in games already makes it possible for different elements to adjust to the player. However, these approaches are still using centralized control. The serious games we are investigating are constructed using complex and independent subtasks that influence each other. Using centralized control becomes impractical if the complexity and the number of adaptable elements increase. We suggest a multi-agent approach for adapting serious games to the skill level of the trainee. Using separate agents makes it easier to guarantee the natural progression of each element of the game and thus its believability. The user task is selected based on a combination of the possible situations that can be provided by the agents at that stage of the game. The task selection is thus dependent on the user model, the agent preferences and the storyline of the game. The storyline and other requirements are specified by using an agent organization framework. An update function for the user model according to the performance of the trainee, the difficulty of the task and the amount of influence of each subtask is also given.
机译:几乎所有当前创建的计算机游戏都使用固定方案或简单的固定规则来定义游戏过程,主要导致游戏中所有元素的非常可预测和不灵活的行为。目前在游戏中动态调节性的研究已经完成了不同的元素可以调整到播放器。但是,这些方法仍在使用集中控制。我们正在调查的严肃游戏是使用彼此影响的复杂和独立的子特选择构建。如果复杂性和适应性元素的数量增加,则使用集中控制变得不切实际。我们建议将严重游戏调整到受训者的技能水平的多种代理方法。使用单独的代理可以更容易保证游戏每个元素的自然进展,从而使其可信度。基于可以由游戏的该阶段提供的代理提供的可能情况的组合来选择用户任务。因此,任务选择取决于用户模型,代理首选项和游戏的故事情节。故事情节和其他要求是通过使用代理组织框架指定的。根据学员的性能,用户模型的更新功能,还给出了任务的难度和每个子任务的影响量。

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