Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Scenario adaptivity in serious games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Guiding user adaptation in serious games
Agents for games and simulations II
Scenario-based training: director's cut
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Scalable adaptive serious games using agent organizations
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
Organizing scalable adaptation in serious games
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
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Increasing complexity in serious games and the need to reuse and adapt games to different purposes and different user needs, requires distributed development approaches. The use of software agents has been advocated as a means to deal with the complexity of serious games. Current approaches to dynamic adjustability in games make it possible for different elements to adjust to the player. However, these approaches most use centralized control, which becomes impractical if the complexity and the number of adaptable elements increase. The serious games we are investigating are constructed using complex and independent subtasks that influence each other. In this paper, we propose a model for game adaptation that is guided by three main concerns: the trainee, the game objectives and the agents. In particular we focus on how the adaptation engine determines tasks to be adapted and how agents respond to such requests and modify their plans accordingly.