• DocumentCode
    1766257
  • Title

    A Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive Narrative

  • Author

    Lee, S.Y. ; Rowe, Jonathan P. ; Mott, Bradford W. ; Lester, James C.

  • Author_Institution
    Comput. Sci. Dept., North Carolina State Univ., Raleigh, NC, USA
  • Volume
    6
  • Issue
    2
  • fYear
    2014
  • fDate
    41791
  • Firstpage
    203
  • Lastpage
    215
  • Abstract
    Computational models of interactive narrative offer significant potential for creating educational game experiences that are procedurally tailored to individual players and support learning. A key challenge posed by interactive narrative is devising effective director agent models that dynamically sequence story events according to players´ actions and needs. In this paper, we describe a supervised machine-learning framework to model director agent strategies in an educational interactive narrative Crystal Island. Findings from two studies with human participants are reported. The first study utilized a Wizard-of-Oz paradigm where human “wizards” directed participants through Crystal Island´s mystery storyline by dynamically controlling narrative events in the game environment. Interaction logs yielded training data for machine learning the conditional probabilities of a dynamic Bayesian network (DBN) model of the human wizards´ directorial actions. Results indicate that the DBN model achieved significantly higher precision and recall than naive Bayes and bigram model techniques. In the second study, the DBN director agent model was incorporated into the runtime version of Crystal Island, and its impact on students´ narrative-centered learning experiences was investigated. Results indicate that machine-learning director agent strategies from human demonstrations yield models that positively shape players´ narrative-centered learning and problem-solving experiences.
  • Keywords
    belief networks; computer aided instruction; humanities; learning (artificial intelligence); problem solving; serious games (computing); Bayes techniques; Crystal Islands mystery storyline; DBN director agent model; Wizard-of-Oz paradigm; bigram model techniques; conditional probabilities; dynamic Bayesian network model; dynamically narrative event control; dynamically story event sequencing; educational game; educational interactive narrative Crystal Island; human demonstrations; human participants; human wizard directed participants; human wizard directorial actions; interaction logs; machine-learning director agent strategy modelling; player actions; player narrative-centered learning shaping; problem-solving experiences; student narrative-centered learning experiences; supervised machine-learning framework; Bayes methods; Computational modeling; Crystals; Educational institutions; Games; Predictive models; Training; Bayesian networks; interactive drama; machine learning; narrative; serious games;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2013.2292010
  • Filename
    6671428