Education
Supporting STEM Learning With Gaming Technologies: Principles For Effective Design
Borge, Marcela (The College of Information Sciences and Technology, The Pennsylvania State University) | White, Barbara Y. (University of California at Berkeley)
In this paper, methods and models for the design of educational interventions and usable systems are presented and synthesized. The purpose is to suplliment the design process with educational considerations and discern design principles for the development of serious STEM games. This synthesis can contribute to the design of the next generation of technologically enhanced learning environments.
Simulating Adaptive Quests for Increased Player Impact in MMORPGs
Tomai, Emmett (University of Texas - Pan American) | Salazar, Rosendo (University of Texas - Pan American)
In this paper, we present adaptive quests, an extension to the dominant quest model that guides and motivates gameplay in MMORPG shared worlds. The standard model has proven effective, but is significantly incompatible with the desire for player driven change in the world. We present an incremental step to increasing player impact, discuss the problems it creates with the quest model, and show how adaptive quests can help reconcile the two. We present simulation experiments supporting not only that adaptive quests help mitigate those problems, but that they can actually improve them over the standard model.
TEAM-IT : Location-Based Gaming in Real and Virtual Environments
Frazier, Spencer John (University of Southern California) | Newnan, Alex (University of Southern California) | Maheswaran, Rajiv (University of Southern California) | Chang, Yu-Han (University of Southern California) | Frangoudes, Fotos (University of Southern California)
Location-based games are an emerging paradigm fortraining, simulation, entertainment, health and many other domains. In this paper, we consider the role of artificialagents in such games. We also examine how human teams perform when given the same game, playedin both a real environment with mobile devices and alsoin a virtual environment that replicates the real environment.We perform the first direct comparison of real andvirtual instantiations of the same location-based game.We show the similarities and differences in game playand then investigate how adding an advice-giving agentchanges the experience.
Reaching Cognitive Consensus with Improvisational Agents
Hodhod, Rania Adel (Georgia Institute of Technology) | Magerko, Brian (Georgia Institute of Technology)
A common approach to interactive narrative involves imbuing the computer with all of the potential story pre-authored story experiences (e.g. as beats, plot points, planning operators, etc.). This has resulted in an accepted paradigm where stories are not created by or with the user; rather, the user is given piecemeal access to the story from the gatekeeper of story knowledge: the computer (e.g. as an AI drama manager). This article describes a formal process that provides for the equal co-creation of story-rich experiences, where neither the user nor computer is in a privileged position in an interactive narrative. It describes a new formal approach that acts as a first step for the real-time co-creation of narrative in games that rely on the negotiated shared mental model between a human actor and an AI improv agent.
Stochastic Smoothing for Nonsmooth Minimizations: Accelerating SGD by Exploiting Structure
In this work we consider the stochastic minimization of nonsmooth convex loss functions, a central problem in machine learning. We propose a novel algorithm called Accelerated Nonsmooth Stochastic Gradient Descent (ANSGD), which exploits the structure of common nonsmooth loss functions to achieve optimal convergence rates for a class of problems including SVMs. It is the first stochastic algorithm that can achieve the optimal O(1/t) rate for minimizing nonsmooth loss functions (with strong convexity). The fast rates are confirmed by empirical comparisons, in which ANSGD significantly outperforms previous subgradient descent algorithms including SGD.
Mirror Descent Meets Fixed Share (and feels no regret)
Cesa-Bianchi, Nicolรฒ, Gaillard, Pierre, Lugosi, Gabor, Stoltz, Gilles
Mirror descent with an entropic regularizer is known to achieve shifting regret bounds that are logarithmic in the dimension. This is done using either a carefully designed projection or by a weight sharing technique. Via a novel unified analysis, we show that these two approaches deliver essentially equivalent bounds on a notion of regret generalizing shifting, adaptive, discounted, and other related regrets. Our analysis also captures and extends the generalized weight sharing technique of Bousquet and Warmuth, and can be refined in several ways, including improvements for small losses and adaptive tuning of parameters.
Multi-Agents Dynamic Case Based Reasoning and The Inverse Longest Common Sub-Sequence And Individualized Follow-up of Learners in The CEHL
Zouhair, Abdelhamid, En-Naimi, El Mokhtar, Amami, Benaissa, Boukachour, Hadhoum, Person, Patrick, Bertelle, Cyrille
In E-learning, there is still the problem of knowing how to ensure an individualized and continuous learner's follow-up during learning process, indeed among the numerous tools proposed, very few systems concentrate on a real time learner's follow-up. Our work in this field develops the design and implementation of a Multi-Agents System Based on Dynamic Case Based Reasoning which can initiate learning and provide an individualized follow-up of learner. When interacting with the platform, every learner leaves his/her traces in the machine. These traces are stored in a basis under the form of scenarios which enrich collective past experience. The system monitors, compares and analyses these traces to keep a constant intelligent watch and therefore detect difficulties hindering progress and/or avoid possible dropping out. The system can support any learning subject. The success of a case-based reasoning system depends critically on the performance of the retrieval step used and, more specifically, on similarity measure used to retrieve scenarios that are similar to the course of the learner (traces in progress). We propose a complementary similarity measure, named Inverse Longest Common Sub-Sequence (ILCSS). To help and guide the learner, the system is equipped with combined virtual and human tutors.
Is the k-NN classifier in high dimensions affected by the curse of dimensionality?
Is the k-NN classifier in high dimensions affected by the curse of dimensionality? Abstract There is an increasing body of evidence suggesting that exact nearest neighbour search in high-dimensional spaces is affected by the curse of dimensionality at a fundamental level. Does it necessarily mean that the same is true for k nearest neighbours based learning algorithms such as the k-NN classifier? We analyse this question at a number of levels and show that the answer is different at each of them. As our first main observation, we show the consistency of a k approximate nearest neighbour classifier. However, the performance of the classifier in very high dimensions is provably unstable. As our second main observation, we point out that the existing model for statistical learning is oblivious of dimension of the domain and so every learning problem admits a universally consistent deterministic reduction to the one-dimensional case by means of a Borel isomorphism.
Multimodal diffusion geometry by joint diagonalization of Laplacians
Eynard, Davide, Glashoff, Klaus, Bronstein, Michael M., Bronstein, Alexander M.
We construct an extension of diffusion geometry to multiple modalities through joint approximate diagonalization of Laplacian matrices. This naturally extends classical data analysis tools based on spectral geometry, such as diffusion maps and spectral clustering. We provide several synthetic and real examples of manifold learning, retrieval, and clustering demonstrating that the joint diffusion geometry frequently better captures the inherent structure of multi-modal data. We also show that many previous attempts to construct multimodal spectral clustering can be seen as particular cases of joint approximate diagonalization of the Laplacians.
A theory of intelligence: networked problem solving in animal societies
In this article, I consider the effects of networking on the emergence of intelligence in individuals and societies. The following hypothesis promotes and sustains this investigation: The General Collective Problem Solving Capacity Hypothesis. Society possesses a general, collective problem solving capacity. The General Collective Problem Solving Capacity Hypothesis implies that the same general problem solving capacity that society uses, for example, to develop language, is used to solve problems in mathematics, science, business, musical composition and performance, sports contests, social interactions, politics and daily life. "All life is problem solving" [47]; all problem solving is a strictly analogous process. Let's adopt some notational conventions that will allow us to make the observations in the discussion that follows more precise. The formulas used in the definitions are sometimes modified by a subscript relevant to the context in which they are used.