Abstract
We introduce the Adaptation and Assessment (TwoA) component, an open-source tool for serious games, capable of adjusting game difficulty to player skill level. Technically, TwoA is compliant with the RAGE (Horizon 2020) game component architecture, which offers seamless portability to a variety of popular game development platforms. Conceptually, TwoA uses a modified version of the Computer Adaptive Practice algorithm. Our version offers two improvements over the original algorithm. First, TwoA improves the balancing of a player’s motivation and game challenge. Second, TwoA reduces the selection bias that may arise for items of similar difficulty by adopting a fuzzy selection rule. The improvements are validated using multi-agent simulations.
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Acknowledgments
This work has been partially funded by the EC H2020 project RAGE (Realising an Applied Gaming Eco-System); http://www.rageproject.eu/; Grant agreement No. 644187.
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Nyamsuren, E., van der Vegt, W., Westera, W. (2017). Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning. In: Winands, M., van den Herik, H., Kosters, W. (eds) Advances in Computer Games. ACG 2017. Lecture Notes in Computer Science(), vol 10664. Springer, Cham. https://doi.org/10.1007/978-3-319-71649-7_17
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DOI: https://doi.org/10.1007/978-3-319-71649-7_17
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