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Improved Reinforcement Learning in Asymmetric Real-time Strategy Games via Strategy Diversity: A Case Study for Hunting-of-the-Plark Game 基于策略多样性的非对称即时策略游戏中的改进强化学习:以狩猎公园游戏为例
Pub Date : 2023-03-31 DOI: 10.17083/ijsg.v10i1.548
P. Dasgupta, John A. Kliem
We investigate the use of artificial intelligence (AI)-based techniques in learning to play a 2-player, real-time strategy (RTS) game called Hunting-of-the-Plark. The game is challenging to play for both humans and AI-based techniques because players cannot observe each other's moves while playing the game and one player is at a disadvantage due to the asymmetric nature of the game rules. We analyze the performance of different deep reinforcement learning algorithms to train software agents that can play the game. Existing reinforcement learning techniques for RTS games enable players to converge towards an equilibrium outcome of the game but usually do not facilitate further exploration of techniques to exploit and defeat the opponent. To address this shortcoming, we investigate techniques including self-play and strategy diversity that can be used by players to improve their performance beyond the equilibrium outcome. We observe that when players use self-play, their number of wins begins to cycle around an equilibrium value as each player quickly learns to outwit and defeat its opponent and vice-versa. Finally, we show that strategy diversity could be used as an effective means to alleviate the performance of the disadvantaged player caused by the asymmetric nature of the game.
我们研究了基于人工智能(AI)的技术在学习玩一款名为狩猎公园(hunting -of- park)的双人实时战略(RTS)游戏中的应用。这款游戏对于人类和基于ai技术的玩家来说都具有挑战性,因为玩家在玩游戏时无法观察到对方的移动,而且由于游戏规则的不对称性质,一方玩家处于劣势。我们分析了不同深度强化学习算法的性能,以训练可以玩游戏的软件代理。现有的RTS游戏强化学习技术能让玩家趋近于游戏的平衡结果,但通常不能促进进一步探索利用和击败对手的技术。为了解决这一缺陷,我们研究了一些技巧,包括自我游戏和策略多样性,这些技巧可以被玩家用来提高他们在均衡结果之外的表现。我们观察到,当玩家使用自我游戏时,他们的胜利次数开始围绕一个平衡值循环,因为每个玩家都很快学会智胜并击败对手,反之亦然。最后,我们证明了策略多样性可以作为一种有效的手段来缓解由于博弈的不对称性质而导致的弱势参与者的表现。
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引用次数: 0
Children's rights education via game-based activities: An intervention in kindergarten 基于游戏活动的儿童权利教育:幼儿园的干预
Pub Date : 2023-03-31 DOI: 10.17083/ijsg.v10i1.546
Theonia Sakka, D. Gouscos
This paper presents an effort for introducing children rights to preschool students transcending conventional methods. An educational intervention was designed and developed for the introduction of preschoolers to issues of survival, development, non-discrimination and protection rights through digital games. The latter were used in online sessions, due to Covid-19 constraints. Educational effectiveness was studied through qualitative analysis of interviews with children before and after the intervention, through questionnaires regarding their degree of fun, and through the projects and the comments they produced during online sessions. Results showed that, following the intervention, individual rights occupied a more central place in the children’s self-awareness. All children approached the issues of rights in relation to the improvement of the quality of life and demonstrated an ethical reasoning regarding the reciprocity of social rules. Digital games mobilized children's creative thinking, dialogue and social reflection through role-playing in distant instructional scenarios. They became useful tools as an asynchronous activity for the creative expression of social messages as well as for the interaction between children and parents. This study highlights the potential of promoting a critical approach to rights-based social issues through digital games at preschool education, as well as the need for developing serious games explicitly focused on children rights education. At the same time, further research is necessary to explore and cross-reference the views of students and parents on children rights for, and through, the use of digital games.
本文提出了一种超越传统方法向学龄前儿童引入儿童权利的尝试。设计和制定了一项教育干预措施,通过数字游戏向学龄前儿童介绍生存、发展、不歧视和保护权利的问题。由于Covid-19的限制,后者用于在线会议。通过在干预前后对儿童的访谈进行定性分析,通过关于他们的乐趣程度的问卷调查,以及通过项目和他们在在线会议期间发表的评论,研究了教育效果。结果表明,在干预后,个人权利在儿童的自我意识中占据了更中心的位置。所有儿童都从改善生活质量的角度看待权利问题,并对社会规则的互惠性表现出一种道德推理。数字游戏通过远程教学场景中的角色扮演,调动儿童的创造性思维、对话和社会反思。它们成为一种有用的工具,作为一种异步活动,用于创造性地表达社会信息,以及儿童和父母之间的互动。这项研究强调了通过学前教育中的数字游戏促进基于权利的社会问题的关键方法的潜力,以及开发明确关注儿童权利教育的严肃游戏的必要性。与此同时,还需要进一步的研究来探索和交叉参考学生和家长对使用数字游戏的儿童权利的看法。
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引用次数: 0
Framework for Using Professional Engineering Tools to Develop Games in Post-Secondary Education 在高等教育中使用专业工程工具开发游戏的框架
Pub Date : 2023-03-31 DOI: 10.17083/ijsg.v10i1.542
Maksims Kornevs, Harsha Krishna, I. Orhan
Teaching is changing with increasing emphasis on teaching digitally to enable remote learning. While it gives more opportunities to engage students, it also makes it harder to learn professional skills, which is especially important for the engineering field. One problem might be the lack of professional tools for the digital education of engineers. The purpose of this work is to assess the feasibility of creating digital educational games by shaping professional tools themselves as games for post-secondary education, and to develop a framework for such a process. This article demonstrates a case for applying the proposed framework to develop a game for a communication network course using a computer network simulator. The findings of this work highlight the need to create such games in higher education based on professional tools.
教学正在发生变化,越来越重视数字化教学,以实现远程学习。虽然它提供了更多的机会来吸引学生,但它也使学习专业技能变得更加困难,这对工程领域尤其重要。一个问题可能是缺乏工程师数字化教育的专业工具。这项工作的目的是通过将专业工具本身塑造为专上教育游戏来评估创建数字教育游戏的可行性,并为这一过程开发一个框架。本文演示了一个应用所提出的框架,利用计算机网络模拟器开发一个通信网络课程游戏的案例。这项工作的发现强调了在高等教育中基于专业工具创建此类游戏的必要性。
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引用次数: 0
Design Principles for Serious Games Authoring Tool 严肃游戏创作工具的设计原则
Pub Date : 2022-11-14 DOI: 10.17083/ijsg.v9i4.458
Maxence Laurent, Sandra Monnier, Audrey Huguenin, Pierre-Benjamin Monaco, D. Jaccard
Serious game development involves a multidisciplinary team of teachers and computer scientists. But the difference in computer competencies between the team members is a recurring difficulty in this collaboration. Authoring tools, which provide interfaces adapted to users' competencies, are promising solutions to overcome this difficulty. However, existing authoring tools are either limited in their functionalities (not powerful) or too complex for non-computer scientists (not usable). A comprehensive set of design principles to address this limitation does not yet exist.The objective of this research was to define a set of design principles for the development of powerful and usable authoring tools.To achieve this objective, we first defined a set of design principles. We then developed an authoring tool corresponding to these principles. Finally, we carried out test uses of that tool through the development of twelve serious games. Results show that this authoring tool enabled the development of a wide variety of serious games (powerful) by teams with heterogeneous computer skills (usable).Design principles defined in this research integrate and extend previous works. They allow to overcome the dilemma between the power and usability of authoring tools. This could unlock new possibilities for collaborative approaches in serious games developments.
严肃的游戏开发需要教师和计算机科学家组成的多学科团队。但是,团队成员在计算机能力方面的差异是这种合作中反复出现的困难。创作工具提供了适应用户能力的界面,有望解决这一困难。然而,现有的创作工具要么功能有限(不够强大),要么对于非计算机科学家来说过于复杂(不可用)。目前还没有一套全面的设计原则来解决这一限制。这项研究的目的是为开发功能强大且可用的创作工具定义一套设计原则。为了实现这一目标,我们首先定义了一组设计原则。然后我们开发了一个与这些原则相对应的创作工具。最后,我们通过开发12款严肃游戏对该工具进行了测试使用。结果表明,这个创作工具能够让拥有不同计算机技能的团队开发出各种各样的严肃游戏(强大)。本研究中定义的设计原则整合并扩展了之前的工作。它们可以克服创作工具的功能和可用性之间的困境。这将为严肃游戏开发中的合作方式提供新的可能性。
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引用次数: 1
Examining Students' Behavior in a Digital Simulation Game for Nurse Training 在护士培训数字模拟游戏中考察学生的行为
Pub Date : 2022-11-08 DOI: 10.17083/ijsg.v9i4.543
Daria Novoseltseva, Catherine Pons-Lelardeux, Nadine Baptiste-Jessel
Digital educational games have evolved in recent years due to the need to support education and training focused on non-technical skills. Data gathered through interaction with the graphical user interface are explored and exploited to analyze the players' experience. Many researchers have pointed the importance of analysis of players’ in-game behavior, which can help to enhance the learning process, identify learners' strategies, and improve the effectiveness of the serious game. This study is devoted to the analysis of students' behavior in a simulation game called CLONE, which targets work scheduling, situation awareness, and decision-making. The students’ performance and their behavioral strategies are examined based on sequences analysis of players' in-game actions. Moreover, outlier detection is proposed as an instrument for obtaining information that might help better understand students’ behavior. The findings of the study show that such indicators as time spent on planning schedule, time spent on inspecting additional information, and intensity of delegation activity are significantly higher for successful games than for lost ones. The sequences analysis and clustering reveal students' prevailing in-game strategies, which mostly consist of inspection, reading medical records, delegation, and scheduling. Eventually, outlier detection discloses the game sessions with uncertain strategies and unstructured scheduling.
近年来,由于需要支持非技术技能的教育和培训,数字教育游戏得到了发展。通过与图形用户界面的交互收集的数据被用来分析玩家的体验。许多研究者都指出了分析玩家在游戏中的行为的重要性,这有助于加强学习过程,确定学习者的策略,提高严肃游戏的有效性。本研究旨在分析学生在模拟游戏“克隆”中的行为,该游戏以工作安排、情境感知和决策为目标。学生的表现和他们的行为策略是基于序列分析的玩家在游戏中的行动进行检查。此外,建议将异常值检测作为获取信息的工具,以帮助更好地理解学生的行为。研究结果表明,成功的比赛花费在计划日程、检查额外信息和授权活动强度等指标上的时间明显高于失败的比赛。序列分析和聚类揭示了学生们普遍的游戏策略,主要包括检查、阅读病历、授权和调度。最后,通过离群点检测,揭示出具有不确定策略和非结构化调度的博弈会话。
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引用次数: 3
Designing Serious Game Metrics for Family Caregivers of People with Dementia 为痴呆症患者的家庭照顾者设计严肃的游戏参数
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.532
N. Liu, Gary Wills
The paper presents a conceptual framework and a metric instrument for assisting design and evaluating serious games for dementia family carers as the first step towards designing a game specifically designed to cater for their needs. The paper starts with a literature survey on dementia, dementia family carers and existing games for health issues. From this survey, three components of the carers’ needs (health, education and social), three platforms (social marketing, social media and games) and six game contents (game play, avatar portrayal, game world graphics, sound / music and storyline) were identified, and engagement as the metric of interaction was also identified. With these, a conceptual framework was constructed, identifying the relationship amongst these elements. Based on these, the metric instrument is devised using the Goal Question Metric (GQM) method. An exploratory experiment was conducted with six health-related games and five game professionals to assess the effectiveness of the instrument. It is found that the instrument can identify the successfulness of the games in terms of satisfying the three categories of needs of the carer, i.e., health, education and social, though it was suggested that a further experiment with more participants and focusing on one game would be needed to further verify the effectiveness of the instrument.
本文提出了一个概念框架和一个度量工具,用于协助设计和评估针对痴呆症家庭护理人员的严肃游戏,作为设计专门针对他们需求的游戏的第一步。本文首先对痴呆症、痴呆症家庭照顾者和现有的健康问题游戏进行了文献调查。通过这项调查,我们确定了护工需求的3个组成部分(健康、教育和社交)、3个平台(社交营销、社交媒体和游戏)和6个游戏内容(游戏玩法、角色描述、游戏世界图像、声音/音乐和故事情节),并确定了作为互动指标的参与度。有了这些,一个概念框架被构建,确定了这些元素之间的关系。在此基础上,采用目标问题度量(GQM)方法设计了度量工具。通过对6个健康相关游戏和5个游戏专业人员进行探索性实验来评估该工具的有效性。研究发现,该工具可以在满足照顾者的健康、教育和社会三类需求方面识别游戏的成功,但有人建议,需要更多参与者的进一步实验,并集中在一个游戏上,以进一步验证该工具的有效性。
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引用次数: 1
Exploring and Evaluating Different Game Mechanics for Anti-Phishing Learning Games 探索和评估反钓鱼学习游戏的不同游戏机制
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.501
R. Roepke, Vincent Drury, Ulrike Meyer, U. Schroeder
Anti-phishing learning games are a promising approach to teach end-users about phishing, as they offer a scalable and engaging environment for active learning. Existing games have been criticized for their limited game mechanics that do not allow for detailed assessment of the players' acquired knowledge, instead focusing mostly on factual and conceptual knowledge to remember or understand. To extend the research field, this paper presents the design and evaluation of two new anti-phishing learning games: The first game implements an extended classification mechanic to better assess the player's decision process, while the second game implements a different game mechanic, which requires players to combine URL parts to construct their own phishing URLs. We compare the games with each other and with a baseline implementation that uses binary decisions similar to existing games in a user study with 133 participants. The study shows, that while all three games lead to performance increases, none of the new games offer significant improvements over the baseline. Furthermore, results of a longitudinal test three months after playing the games show that knowledge can be retained as participants still perform significantly better than before playing either one of the games.
反网络钓鱼学习游戏是向最终用户传授网络钓鱼知识的一种很有前途的方法,因为它们为主动学习提供了可扩展且引人入胜的环境。现有游戏因其有限的游戏机制而受到批评,即不允许对玩家所获得的知识进行详细评估,而是主要侧重于事实和概念性知识来记忆或理解。为了扩展研究领域,本文提出了两个新的反钓鱼学习游戏的设计和评估:第一个游戏实现了一个扩展的分类机制,以更好地评估玩家的决策过程;第二个游戏实现了一个不同的游戏机制,要求玩家组合URL部分来构建自己的钓鱼URL。我们将这两款游戏相互比较,并将其与使用二元决策的基线执行(游戏邦注:类似于133名参与者参与的用户研究中的现有游戏)进行比较。研究表明,虽然这三款游戏都能提高成绩,但没有一款新游戏能在基线上有显著提高。此外,玩游戏三个月后的纵向测试结果表明,参与者的知识可以被保留,因为他们的表现仍然明显好于玩任何一种游戏之前。
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引用次数: 4
Pilot Study and Gamification Analysis of a Theory-based Exergame 基于理论的游戏实验研究与游戏化分析
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.506
K. Kubota, Elina Säteri, Tapani N. Joelsson, Tuomas Mäkilä, S. Salanterä, A. Pakarinen
A theory-based exergame was developed for tweens to promote their self-efficacy towards physical activity and increase their physical activity levels. We used protocols from both health science and gamification research in piloting the exergame. First, we assessed the usability and feasibility of the exergame and conducted a preliminary exploration of its effectiveness. After technical improvements were made based on our findings, we reiterated the pilot study and analysed the gamification elements of the exergame by using Octalysis analysis. The overall findings suggest that a theory-based exergame can positively influence the self-efficacy of tweens towards physical activity. The exergame showcased theoretical strength, achieved using diverse gamification elements but its overall game design and usability can be further improved. The study concludes that health-related components of the purpose of intervention must be incorporated in parallel with the engaging design of the game, taking into utmost consideration the theories, evidence as well as the needs and perceptions of its target users. This study provides valuable insights on future development and evaluation of gamified health interventions.
为提高青少年体育运动自我效能感,提高青少年体育运动水平,设计了一种基于理论的运动游戏。我们使用了健康科学和游戏化研究的协议来试验这个游戏。首先,我们评估了游戏的可用性和可行性,并对游戏的有效性进行了初步的探索。在基于我们的发现进行技术改进后,我们重申了试点研究,并使用Octalysis分析分析了游戏的游戏化元素。总体研究结果表明,基于理论的运动游戏对青少年体育运动的自我效能感有积极的影响。这款游戏运用了多种游戏化元素,展示了其理论实力,但其整体游戏设计和可用性还有待进一步完善。该研究的结论是,干预目的中与健康相关的部分必须与引人入胜的游戏设计同时结合起来,最大限度地考虑理论、证据以及目标用户的需求和看法。这项研究为未来游戏化健康干预的发展和评估提供了有价值的见解。
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引用次数: 1
Using Serious Game in Public Schools for Training Fire Evacuation Procedures 公立学校用严肃游戏训练消防疏散程序
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.484
P. V. R. Carvalho, Darcio Otaviano Ranauro, Antônio Carlos A. Mól, Alessandro Jatobá, Ana Paula Legey de Siqueira
Most Brazilian schools do not offer evacuation training from their buildings in the event of a fire. The lack of safety culture among students and teachers, coupled with a lack of knowledge and training on safety protocols to follow when facing fires, have led to unwanted outcomes, including unnecessary injuries and even death. This study describes the development of a prototype of a Serious Game to teach fire evacuation procedures in schools in the case of fire, aiming to help students to learn fire safety procedures, to know how to behave in case of fire, and to start discussions to create a positive fire safety culture. The prototype was used and evaluated by 35 public school students from 12 to 16 years old. The results indicated that students’ knowledge on how to behave in case of fire after they played the game was significantly improved, and the discussions triggered by the game contributed to the creation of a positive fire safety culture in school. The game developed proved useful to teach evacuation procedures and is available for use by all public schools in the city.
大多数巴西学校不提供火灾时从教学楼疏散的培训。学生和教师缺乏安全文化,再加上在面对火灾时缺乏安全规程的知识和培训,导致了意想不到的结果,包括不必要的伤害甚至死亡。本研究描述了一个Serious Game原型的开发,用于在发生火灾的情况下在学校教授消防疏散程序,旨在帮助学生学习消防安全程序,了解在发生火灾时如何表现,并开始讨论以创造积极的消防安全文化。35名12至16岁的公立学校学生使用并评估了该原型。结果表明,学生在玩了游戏后,对火灾时如何应对的知识有了明显的提高,游戏引发的讨论有助于在学校建立积极的消防安全文化。这款游戏被证明对教授疏散程序很有用,并可供该市所有公立学校使用。
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引用次数: 2
Towards Transforming Game Premise: Validating an approach for Developing Cooperative Serious Games: An approach for Developing Cooperative Serious Games 转变游戏前提:验证开发合作性严肃游戏的方法
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.502
Supara Grudpan, Keattikorn Samarnggoon, Jakob A. H. Baalsrud Hauge, J. Hauge, R. Malaka
The development of cooperative serious games has specific challenges related to enabling players to achieve both gaming and learning goals in a cooperative fashion. The complexity of gameplay and learning objectives leads to the lack of guidance for the systematic development of cooperative serious games (SGs). To overcome the challenges, we propose a systematic approach to utilize elements of entertainment cooperative games to foster player engagement in SGs called “Transforming Game Premise” to overcome the difficulties. A three-phase guideline is proposed for transforming an existing cooperative entertainment game into a cooperative SG. To demonstrate the application of the proposed guideline, we developed a game prototype that follows the guided steps. We validate the guidelines by conducting two user studies. The first study aims at validating the game's effectiveness for learning purposes of a game developed according to our guidelines. The study showed that the developed game supports players in achieving the defined learning objectives. The second study is a qualitative study evaluating game developers' perception of the usability and usefulness of the Transforming Game Premise guideline. The latter study confirms that the proposed guideline is beneficial for systematically developing SGs. However, it also indicates that the guideline still needs more clarity in identifying the relation between game elements and players' interaction/cooperation.
合作严肃游戏的开发面临着特殊的挑战,即如何让玩家以合作的方式实现游戏和学习目标。游戏玩法和学习目标的复杂性导致合作严肃游戏(SGs)的系统性开发缺乏指导。为了克服这些挑战,我们提出了一种系统的方法,利用娱乐合作游戏的元素来提高《三国杀》的玩家粘性,即“转变游戏前提”。提出了将现有的合作性娱乐游戏转化为合作性SG的三阶段指导原则。为了演示建议指南的应用,我们开发了一个遵循指南步骤的游戏原型。我们通过进行两项用户研究来验证指南。第一个研究的目的是验证游戏的有效性,以学习为目的,根据我们的指导方针开发的游戏。研究表明,开发的游戏支持玩家实现既定的学习目标。第二项研究是一项定性研究,评估游戏开发者对转换游戏前提指南的可用性和有用性的看法。后一项研究证实了所提出的指南有利于系统地发展SGs。然而,这也表明该指南在识别游戏元素与玩家互动/合作之间的关系方面仍然需要更加清晰。
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引用次数: 1
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Int. J. Serious Games
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