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Joost Westra, Frank Dignum,Virginia Dignum joostwestra@gmail.com Scalable Adaptive Serious Games using Agent Organizations
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Overview Introduction Adaptation to the trainee Organized adaptation of agents Scalability Conclusions
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Serious Gaming
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Dynamic Difficulty Adjustment Online adaptation: Continuously balance challenges in the game with (developing) skills of the trainee
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Current approaches Fixed difficulties Central control or no coordination Mainly adjust simple subtasks
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Agent Approach Agents part of the design process Reasoning agents Adapting agents Specify boundaries of the adaptation (agent organization) Example: Trainee is fire commander 2 fireman agents 1 victim agent 1 agent controlling spreading of fires
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Aspects User Evolving skills (when learning) Characters Characters adapt independently Characters active for long periods, so, adaptation should be believable Keep storyline Learning goals have to be maintained! Adaptation must be coordinated! Performance can not be measured separately for each skill and influence of each agent
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Story-line Guarantee certain states are reached Subtasks defined by scene scripts and landmarks Connected by interaction structure Describes game progress Connecting scenes Tasks in parallel Start Get Access to Room Evacuate Victim Extinguish Fire End
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Adaptation Engine Coordinates task difficulty Check with game model Combinatorial auction User model Agent preferences Agent model 2APL Agent Agent model Agent Bidding User Model Adaptation Engine Update Plans Bid Task WeightsSkill Levels Selection Preferences & Temination Scene States Applicable plans Game Model StartGet to site Gather info Secure area Search building Evacuate victims Extinguish fire Clear areaEnd
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Agent Perspective Agents Propose actions to adaptation engine at “natural” synchronization points Created to facilitate trainee’s objectives (optimize agent behavior relative to trainee’s performance!) Not responsible for suitable combination Conflict: Stay as consistent as possible Propose enough actions Adaptation engine can request agents to terminate behavior if necessary for coordination
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Framework Agent model 2APL Agent Agent model Agent Bidding Game world Game state Agent interface User Model Adaptation Engine NPC Update User Performance Translate Plans Bid Update Beliefbase Task WeightsSkill Levels External Action SelectionGame Actions Preferences & Temination Scene States Applicable plans Game Model
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Scalabilty: Scenes Agents can only execute plans of active scenes Partial ordering gives a relatively low number of concurrent scenes Sub-scenes: Even more fine grained pre-selection Gather Info Search Building Secure Area Evacuate Victims Extinguish Fire Get to site Multiple victims EndStart Kitchen Fire
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Scalabilty: Agent implementation Active Subscenes are put in beliefbase Only plans with active sub-scenes are applicable Only plans for current goals are applicable Other active beliefs can also restrict the number of applicable plans
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Scalabilty: Believability Agents estimate the Believabilty for each applicable action Some actions clearly ruin the Believabilty of the agents Believabilty 0 -> never suggest Higher threshold than 0 is usually advisable -> even lower number of suggestions Influence becomes bigger if the game progresses The player has more expectations on the behavior of the NPC
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Scalabilty: Combination boundaries Game model requirements can decrease the number of checked combinations Influence greatly depend on the restriction Easy: – At least one fireman should perform X – Only one fireman available – Only evaluate combinations with the fireman performing X Difficult – X needs to be performed by at least two agents – No real indicator that other plans might not be better.
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Scalability: Example Assumptions 30 different scenes – 2 active at the same time 4 subscenes – 2 active at the same time 6 plans per subscene per agent Results Naive: – 720 active plans(30 scenes*4 sub-scenes*6 actions per sub-scene) Agent Organization: – 12 active plans (6 actions per sub-scene *2 sub-scenes active per scene * 2 active scenes /2 for believability filtering) 12.960.000 times as fast with only four agents
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Scalability: Example, number of Agents
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Conclusion Continuous adaptation to the trainee Agent based approach Complex individual behavior and adaptation possible Agent organization for coordination Balance between individual flexibility and global story line maintaining learning goals Minimal central control for more efficiency and more flexibility More scalable than centralized approach
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Questions? joostwestra@gmail.com Thank You!
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Agent Implementation Adaptable BDI-agents (2APL extension) Equivalent plans Preference relation Environmental information also used Search building Evacuate victims Pairwise search Parallel search Thorough serch One by one Groupwise Front/back rooms floors Front/back parallel Rooms parallel Floors parallel Top floor first Utility rooms first Living quarter first
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Scene specification Roles of the agent Ordering of tasks Requirements on task Start Get Access to Room Evacuate Victim Extinguish Fire End
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Task Difficulty Task dependent on behavior of the agents Behavior variations are fixed Estimated by domain expert Updated by offline learning Much faster adaptation 0,30,50,7
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Sample code
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Example: User model Keeps track of the user skill levels Just updated Out of scope Three skills: Extinguishing fire Giving orders to his team and Extract victims.
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Example: Different branches (2/2) Not only different agent behavior: Different environment Different NPC’s …... Team & Fire : Team focus … Team & Fire : Balanced Team & Fire : Fire focus Evaluation Decision Priority 1teamOrders < 0.5 2fireFire <0.3 3balanced-
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Framework Agent model 2APL Agent Agent model Agent Bidding Game world Game state Agent interface User Model Adaptation Engine NPC Update User Performance Translate Plans Bid Update Beliefbase Task WeightsSkill Levels External Action SelectionGame Actions Preferences & Temination Scene States Applicable plans Game Model
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Example: Different branches (1/2) Focus more on certain skills Different transition states Skill level Game state Still adaptation within different scenes …... Team & Fire : Team focus … Team & Fire : Balanced Team & Fire : Fire focus Evaluation Decision
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Example: Adaptation Coordination Combined difficulty of tasks Domain dependent Send bids, check model, find best fit Could be asynchronous Skill levels, agents preferences, game model Multiple fires are more difficult than one Still possible to have different fire types at the same time depending on the skill level
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Example: Task Coordination Agent prefences and skill level combination do not always fit game model Each carry one side of stretcher Agents send bid of their preferred action Both prefer to operate hose One capable op stabilizing victim Carry Stretcher Operate Hose End Stabilize Victim
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Adapt the game to the user Beginner: FrankExpert: Joost A user only learns if performing on his own level
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