Fuzzy-based Dynamic Reward for Discovery Activity in Appreciative Serious Game

Hanny Haryanto, Aripin, Acun Kardianawati, Umi Rosyidah, E. Z. Astuti, Erlin Dolphina
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引用次数: 1

Abstract

Interactivity and experience as the main characteristics of serious game has made it considered one of the most promising learning tools. Those characteristics supported mainly by game activity. Therefore, activity design is one of the most important element in developing serious game. One of the activity design concepts is to use Appreciative Learning, which consists of the stages of Discovery, Dream, Design and Destiny. The activity of exploration in Discovery stage is the main activity which is dominated by search and exploration. Because it is a search and exploration activity, it takes a long time and contains uncertainty in achievement. Dynamic rewards are needed to support the continuity of this Discovery activity. A good reward keeps the player’s focus on searching and exploration by providing indicators of achievement. This study uses fuzzy logic to form dynamic reward behavior in Discovery activities. Fuzzy logic considered one of the artificial intelligence methods that is suitable for games because of lightweight computation and could produce expressive AI behavior. The criteria used as input are the percentage of exploration and time, which will generate dynamic rewards for Discovery activities. The results of this study, fuzzy logic can produce three levels of variance of reward.
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欣赏型严肃游戏中发现活动的模糊动态奖励
交互性和体验作为严肃游戏的主要特征,使其成为最有前途的学习工具之一。这些特征主要由游戏活动支持。因此,活动设计是开发严肃游戏的重要元素之一。活动设计理念之一是运用欣赏学习,包括发现、梦想、设计和命运四个阶段。发现阶段的探索活动是以搜索和探索为主导的主要活动。因为这是一个搜索和探索的活动,它需要很长时间,并包含成果的不确定性。需要动态奖励来支持这种发现活动的连续性。优秀的奖励通过提供成就指示,让玩家专注于搜索和探索。本研究运用模糊逻辑来形成发现活动中的动态奖励行为。模糊逻辑被认为是一种适用于游戏的人工智能方法,因为它的计算量很轻,可以产生富有表现力的人工智能行为。作为输入的标准是探索和时间的百分比,这将为探索活动产生动态奖励。本研究结果表明,模糊逻辑可以产生三个层次的奖励方差。
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