On-line Adapting Games using Agent Organizations
Joost Westra, Hado van Hasselt, Virginia Dignum, Frank Dignum
Abstract— Almost all computer games that are currently
created use fixed scenarios or simple fixed rules to define the
course of the game, which mostly results in very predictable
and inflexible behavior of all the elements in the game. Current
research done on dynamic adjustability in games already makes
it possible for different elements to adjust to the player.
However, these approaches are still using centralized control.
The serious games we are investigating are constructed using
complex and independent subtasks that influence each other.
Using centralized control becomes impractical if the complexity
and the number of adaptable elements increase. We suggest a
multi-agent approach for adapting serious games to the skill
level of the trainee. Using separate agents makes it easier to
guarantee the natural progression of each element of the game
and thus its believability. The user task is selected based on
a combination of the possible situations that can be provided
by the agents at that stage of the game. The task selection is
thus dependent on the user model, the agent preferences and the
storyline of the game. The storyline and other requirements are
specified by using an agent organization framework. An update
function for the user model according to the performance of the
trainee, the difficulty of the task and the amount of influence
of each subtask is also given.
I. I NTRODUCTION
Computer games are increasingly being used for training
purposes. Games created with the purpose of training people
are called serious games. These training programs need
to be suitable for many different people and therefore the
games need to be adjustable. Currently this adjustment is
either done externally by experts that need to guide the
adaptation, or the application has a number of predefined
levels. On the one hand, the use of expert guidance to
adaptation results in quite effective training. However such
experts are rare and expensive, and it is not always feasible
to have an expert available for each training session. On
the other hand, the use of predefined adaptation levels may
lead to less optimal adaptation in the case trainees do not
fit well with the expected stereotypes. To optimize learning
it is beneficial to (automatically) adjust the game while the
trainee is playing without the need of an expert guiding this
process. This adaptation during gameplay is called online
adaptation. Even though many commercial games do not use
any adaptation [1], already some research has been done on
adaptation in games. However, most of this research focuses
on adaptation of certain simple quantitative elements in the
game. For example better aiming by opponents or adding
more or a stronger type of opponents.
Joost Westra, Hado van Hasselt, Virginia Dignum and Frank
Dignum are with Universiteit Utrecht, Padualaan 14, Utrecht,
Netherlands (phone: +31-30-253-4432; fax: +31-30-253-4619; email:
westra@cs.uu.nl,hado@cs.uu.nl,virginia@cs.uu.nl,
dignum@cs.uu.nl).
There are three important aspects [2] that have to be con-
sidered when performing online adaptation. First, the initial
level of the player must be identified. Second, the possible
evolutions and regressions in the player’s performance must
be tracked as closely and as fast as possible. Third, the
behavior of the game must remain believable. In this paper
we will mainly concentrate on the third aspect while trying to
achieve the first two. Believability has a lot different aspects,
one of the main aspects is that the behavior of the characters
should be long-term coherent [3].
Serious games usually follow stricter scenarios than com-
mercial games, because they have to guarantee some useful
learning experiences for the trainee. The ordering of differ-
ent tasks for the trainee are thus more important than in
commercial games. On the other hand, we want to provide
the trainee with significantly different, possibly predesigned,
believable tasks that are created to optimize learning (the
second important aspect of online adaptation). However, al-
lowing unlimited and unorganized adaptations quickly leads
to a disturbed storyline and the believability of the game will
be diminished. The characters and other adaptable elements
have to remain consistent because they are usually active for
relatively long periods in serious games.
For example, a serious game can provide a training task
for a fire commander that needs to make sure the victims in a
burning building are saved. This task is influenced by a lot of
different characters. The victims could be more or less mo-
bile or they could be located in simple or difficult locations.
There may be bystanders that could obstruct the medics.
The police could autonomously control the bystanders or
could only act if ordered by the fire commander. Also the
behavior of the medical personnel affects the difficulty of
the task. As becomes clear from this example the user task
is very dependent on the behavior of all the characters in the
scenario.
Because the tasks that the user needs to perform follow
from the behavior of all the different characters the behavior
of the characters needs to adapt to the user skills. This
means that the characters behave differently on the same
task dependent on the skill level of the user. This gives a
lot of different possible variations because for each subtask
there are multiple variations and they can be combined in
multiple ways. One difficulty in this adaptation is that the
performance of these type of subtasks can not be measured
separately because all the behaviors influence each other.
If all agents are allowed to adapt to the user without any
coordination, situations will occur where all agents adapt at
the same time and thus create unwanted scenarios for the
trainee. For example, the victims become less mobile, the
police agent becomes less autonomous and the bystanders
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