A Virtual Agent Toolkit for Serious Games Developers

Samuel Mascarenhas, Manuel Guimarães, Rui Prada, Pedro A. Santos, Kam Star, Ben Hirsh, Ellis Spice, Rob Kommeren, João Dias

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    Abstract

    The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky to pursue. One such challenge is the creation of autonomous socially intelligent characters with whom players can practice different social skills.
    Although there are several architectures in the field of virtual agents that are designed specifically to enable more human-like interactions, they are still not widely adopted by game studios that develop serious games, in particular for learning. In this paper, we present a virtual agent toolkit that was specifically
    developed with the intent of making agent-based solutions more accessible and reliable to game developers. To this end, a collaborative effort was established with a game studio that has used the toolkit to develop two different serious games. Among other advantages, the toolkit facilitated the inclusion of a dynamic model of emotions that affects not just how the character looks and acts but also how the player’s performance is determined.
    Original languageEnglish
    Title of host publicationProceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18)
    Subtitle of host publicationDepartment of Data Science & Knowledge Engineering, Maastricht University, Maastricht, The Netherlands, 14–17 August, 2018
    EditorsCameron Browne, Mark Winands, Jialin Liu, Mike Preuss
    Place of PublicationDanvers, MA
    PublisherIEEE
    Pages332-338
    Number of pages7
    ISBN (Electronic)9781538643594, 978-1-5386-4359-4/18
    DOIs
    Publication statusPublished - 2018
    Event2018 Conference on computational intelligence and Games - Maastricht, Netherlands
    Duration: 14 Aug 201817 Aug 2018
    https://project.dke.maastrichtuniversity.nl/cig2018/

    Conference

    Conference2018 Conference on computational intelligence and Games
    CountryNetherlands
    CityMaastricht
    Period14/08/1817/08/18
    Internet address

    Fingerprint

    Studios
    Dynamic models
    Serious games
    Industry

    Keywords

    • Serious Games
    • Virtual Agents
    • Authoring Tools
    • Interactive Storytelling
    • Affective Computing

    Cite this

    Mascarenhas, S., Guimarães, M., Prada, R., Santos, P. A., Star, K., Hirsh, B., ... Dias, J. (2018). A Virtual Agent Toolkit for Serious Games Developers. In C. Browne, M. Winands, J. Liu, & M. Preuss (Eds.), Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18): Department of Data Science & Knowledge Engineering, Maastricht University, Maastricht, The Netherlands, 14–17 August, 2018 (pp. 332-338). Danvers, MA: IEEE. https://doi.org/10.1109/CIG.2018.8490399
    Mascarenhas, Samuel ; Guimarães, Manuel ; Prada, Rui ; Santos, Pedro A. ; Star, Kam ; Hirsh, Ben ; Spice, Ellis ; Kommeren, Rob ; Dias, João. / A Virtual Agent Toolkit for Serious Games Developers. Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18): Department of Data Science & Knowledge Engineering, Maastricht University, Maastricht, The Netherlands, 14–17 August, 2018. editor / Cameron Browne ; Mark Winands ; Jialin Liu ; Mike Preuss. Danvers, MA : IEEE, 2018. pp. 332-338
    @inproceedings{f93284b08ed24245b0238d3c10ad5047,
    title = "A Virtual Agent Toolkit for Serious Games Developers",
    abstract = "The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky to pursue. One such challenge is the creation of autonomous socially intelligent characters with whom players can practice different social skills.Although there are several architectures in the field of virtual agents that are designed specifically to enable more human-like interactions, they are still not widely adopted by game studios that develop serious games, in particular for learning. In this paper, we present a virtual agent toolkit that was specificallydeveloped with the intent of making agent-based solutions more accessible and reliable to game developers. To this end, a collaborative effort was established with a game studio that has used the toolkit to develop two different serious games. Among other advantages, the toolkit facilitated the inclusion of a dynamic model of emotions that affects not just how the character looks and acts but also how the player’s performance is determined.",
    keywords = "Serious Games, Virtual Agents, Authoring Tools, Interactive Storytelling, Affective Computing",
    author = "Samuel Mascarenhas and Manuel Guimar{\~a}es and Rui Prada and Santos, {Pedro A.} and Kam Star and Ben Hirsh and Ellis Spice and Rob Kommeren and Jo{\~a}o Dias",
    year = "2018",
    doi = "10.1109/CIG.2018.8490399",
    language = "English",
    pages = "332--338",
    editor = "Cameron Browne and Mark Winands and Jialin Liu and Preuss, {Mike }",
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    Mascarenhas, S, Guimarães, M, Prada, R, Santos, PA, Star, K, Hirsh, B, Spice, E, Kommeren, R & Dias, J 2018, A Virtual Agent Toolkit for Serious Games Developers. in C Browne, M Winands, J Liu & M Preuss (eds), Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18): Department of Data Science & Knowledge Engineering, Maastricht University, Maastricht, The Netherlands, 14–17 August, 2018. IEEE, Danvers, MA, pp. 332-338, 2018 Conference on computational intelligence and Games, Maastricht, Netherlands, 14/08/18. https://doi.org/10.1109/CIG.2018.8490399

    A Virtual Agent Toolkit for Serious Games Developers. / Mascarenhas, Samuel; Guimarães, Manuel; Prada, Rui; Santos, Pedro A.; Star, Kam; Hirsh, Ben; Spice, Ellis; Kommeren, Rob; Dias, João.

    Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18): Department of Data Science & Knowledge Engineering, Maastricht University, Maastricht, The Netherlands, 14–17 August, 2018. ed. / Cameron Browne; Mark Winands; Jialin Liu; Mike Preuss. Danvers, MA : IEEE, 2018. p. 332-338.

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    AU - Guimarães, Manuel

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    AU - Hirsh, Ben

    AU - Spice, Ellis

    AU - Kommeren, Rob

    AU - Dias, João

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    AB - The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky to pursue. One such challenge is the creation of autonomous socially intelligent characters with whom players can practice different social skills.Although there are several architectures in the field of virtual agents that are designed specifically to enable more human-like interactions, they are still not widely adopted by game studios that develop serious games, in particular for learning. In this paper, we present a virtual agent toolkit that was specificallydeveloped with the intent of making agent-based solutions more accessible and reliable to game developers. To this end, a collaborative effort was established with a game studio that has used the toolkit to develop two different serious games. Among other advantages, the toolkit facilitated the inclusion of a dynamic model of emotions that affects not just how the character looks and acts but also how the player’s performance is determined.

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    Mascarenhas S, Guimarães M, Prada R, Santos PA, Star K, Hirsh B et al. A Virtual Agent Toolkit for Serious Games Developers. In Browne C, Winands M, Liu J, Preuss M, editors, Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18): Department of Data Science & Knowledge Engineering, Maastricht University, Maastricht, The Netherlands, 14–17 August, 2018. Danvers, MA: IEEE. 2018. p. 332-338 https://doi.org/10.1109/CIG.2018.8490399