Skip to main content
Top

2019 | OriginalPaper | Chapter

Teaming up with Artificial Intelligence: The Human in the Loop of Serious Game Pathfinding Algorithms

Authors : Michael D. Kickmeier-Rust, Andreas Holzinger

Published in: Games and Learning Alliance

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Serious games’ success depends on its capabilities to engage learners and to provide them with personalized gaming and learning experiences. Therefore, theoretically sound mechanisms for gaining a certain level of understanding of learning and gaming processes by the game is crucial. Consequently, AI and machine learning technologies increasingly enter the field. These technologies often fail, however, since serious games either pose highly complex problems (combining gaming and learning process) or do not provide the extensive data bases that would be required. One solution might be allowing human intelligence or intuition influence AI processes. In the present study, we investigated pathfinding algorithms with and without human interventions to the algorithms. As a testbed, we used a clone of the Travelling Salesman problem, the Travelling Snakesman game. We found some evidence that in this particular pathfinding problem human interventions result in superior results as the MAXMIN Ant System algorithm.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Silver, D., et al.: Mastering the game of Go with deep neural networks and tree search. Nature 529(7587), 484–489 (2016)CrossRef Silver, D., et al.: Mastering the game of Go with deep neural networks and tree search. Nature 529(7587), 484–489 (2016)CrossRef
2.
go back to reference Wouters, P.J.M., van Nimwegen, C., van Oostendorp, H., van der Spek, E.D.: A meta-analysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105, 249–265 (2013)CrossRef Wouters, P.J.M., van Nimwegen, C., van Oostendorp, H., van der Spek, E.D.: A meta-analysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105, 249–265 (2013)CrossRef
3.
go back to reference Clark, D., Tanner-Smith, E., Killingsworth, S., Bellamy, S.: Digital Games for Learning: A Systematic Review and Meta-Analysis (Executive Summary). SRI International, Menlo Park (2013) Clark, D., Tanner-Smith, E., Killingsworth, S., Bellamy, S.: Digital Games for Learning: A Systematic Review and Meta-Analysis (Executive Summary). SRI International, Menlo Park (2013)
4.
go back to reference Kickmeier-Rust, M.D.: Balancing on a high wire: adaptivity, a key feature of future learning games. In: Kickmeier-Rust, M.D., Albert, D. (eds.) An Alien’s Guide to Multi-adaptive Educational Games, pp. 43–88. Informing Science Press, Santa Rosa (2012) Kickmeier-Rust, M.D.: Balancing on a high wire: adaptivity, a key feature of future learning games. In: Kickmeier-Rust, M.D., Albert, D. (eds.) An Alien’s Guide to Multi-adaptive Educational Games, pp. 43–88. Informing Science Press, Santa Rosa (2012)
5.
go back to reference Van der Kleij, F.M., Vermeulen, J.A., Schildkamp, K., Eggen, T.J.H.M.: Integrating data-based decision making, assessment for learning and diagnostic testing in formative assessment. Assess. Educ. Princ. Policy Pract. 22(3), 324–343 (2015) Van der Kleij, F.M., Vermeulen, J.A., Schildkamp, K., Eggen, T.J.H.M.: Integrating data-based decision making, assessment for learning and diagnostic testing in formative assessment. Assess. Educ. Princ. Policy Pract. 22(3), 324–343 (2015)
6.
go back to reference Crisp, G.: Integrative assessment: reframing assessment practice for current and future learning. Assess. Eval. High. Educ. 37(1), 33–43 (2012)CrossRef Crisp, G.: Integrative assessment: reframing assessment practice for current and future learning. Assess. Eval. High. Educ. 37(1), 33–43 (2012)CrossRef
7.
go back to reference Kickmeier-Rust, M.D., Albert, D.: Educationally adaptive: balancing serious games. Int. J. Comput. Sci. Sport 11(1), 15–28 (2012) Kickmeier-Rust, M.D., Albert, D.: Educationally adaptive: balancing serious games. Int. J. Comput. Sci. Sport 11(1), 15–28 (2012)
8.
go back to reference Bellotti, F., Kapralos, B., Lee, L., Moreno-Ger, P., Berta, R.: Assessment in and of serious games: an overview. Adv. Hum. Comput. Interact. 2013, 11 (2013) Bellotti, F., Kapralos, B., Lee, L., Moreno-Ger, P., Berta, R.: Assessment in and of serious games: an overview. Adv. Hum. Comput. Interact. 2013, 11 (2013)
10.
go back to reference D’Mello, S., Graesser, A.C.: Multimodal semi-automated affect detection from conversational cues, gross body language, and facial features. User Model. User-Adap. Inter. 20(2), 147–187 (2010)CrossRef D’Mello, S., Graesser, A.C.: Multimodal semi-automated affect detection from conversational cues, gross body language, and facial features. User Model. User-Adap. Inter. 20(2), 147–187 (2010)CrossRef
11.
go back to reference Si, M., Marsella, S.C., Pynadath, D.V.: Directorial control in a decision-theoretic framework for interactive narrative. In: International Conference on Interactive Digital Storytelling (ICIDS), pp. 221–233 (2009)CrossRef Si, M., Marsella, S.C., Pynadath, D.V.: Directorial control in a decision-theoretic framework for interactive narrative. In: International Conference on Interactive Digital Storytelling (ICIDS), pp. 221–233 (2009)CrossRef
12.
go back to reference Lester, J., Ha, E.Y., Lee, S.Y., Mott, B.W., Rowe, J.P., Sabourin, J.L.: Serious games get smart: intelligent game-based learning environments. AI Mag. 34(4), 31–45 (2013)CrossRef Lester, J., Ha, E.Y., Lee, S.Y., Mott, B.W., Rowe, J.P., Sabourin, J.L.: Serious games get smart: intelligent game-based learning environments. AI Mag. 34(4), 31–45 (2013)CrossRef
13.
go back to reference Yannakakis, G.N.: Game AI revisited. In: Proceedings of the 9th Conference on Computing Frontiers, pp. 285–292. ACM, May 2012 Yannakakis, G.N.: Game AI revisited. In: Proceedings of the 9th Conference on Computing Frontiers, pp. 285–292. ACM, May 2012
14.
go back to reference Cui, X., Shi, H.: A*-based pathfinding in modern computer games. Int. J. Comput. Sci. Network Secur. 11(1), 125–130 (2011) Cui, X., Shi, H.: A*-based pathfinding in modern computer games. Int. J. Comput. Sci. Network Secur. 11(1), 125–130 (2011)
15.
go back to reference Silver, D., et al.: Mastering the game of go without human knowledge. Nature 550(7676), 354–359 (2017)CrossRef Silver, D., et al.: Mastering the game of go without human knowledge. Nature 550(7676), 354–359 (2017)CrossRef
16.
go back to reference Shute, V.J., Rieber, L., Van Eck, R.: Games . . . and . . . learning. In: Reiser, R., Dempsey, R. (eds.) Trends and Issues in Instructional Design and Technology, 3rd edn., pp. 321–332. Pearson Education Inc., Upper Saddle River (2011) Shute, V.J., Rieber, L., Van Eck, R.: Games . . . and . . . learning. In: Reiser, R., Dempsey, R. (eds.) Trends and Issues in Instructional Design and Technology, 3rd edn., pp. 321–332. Pearson Education Inc., Upper Saddle River (2011)
17.
go back to reference Frutos-Pascual, M., Zapirain, G.: Review of the use of AI techniques in serious games: decision making and machine learning. IEEE Trans. Comput. Intell. AI Games 9(2) (2015)CrossRef Frutos-Pascual, M., Zapirain, G.: Review of the use of AI techniques in serious games: decision making and machine learning. IEEE Trans. Comput. Intell. AI Games 9(2) (2015)CrossRef
18.
go back to reference Ciolacu, M., Tehrani, A.F., Beer, R.: Education 4.0 — Fostering student’s performance with machine learning methods. In: IEEE 23rd International Symposium for Design and Technology in Electronic Packaging (SIITME) (2017) Ciolacu, M., Tehrani, A.F., Beer, R.: Education 4.0 — Fostering student’s performance with machine learning methods. In: IEEE 23rd International Symposium for Design and Technology in Electronic Packaging (SIITME) (2017)
19.
go back to reference Conati, C., Porayska-Pomsta, K., Mavrikis, M.: AI in Education Needs Interpretable Machine Learning: Lessons from Open Learner Modelling. Cornell University Library (2018) Conati, C., Porayska-Pomsta, K., Mavrikis, M.: AI in Education Needs Interpretable Machine Learning: Lessons from Open Learner Modelling. Cornell University Library (2018)
20.
go back to reference LeCun, Y., Bengio, Y., Hinton, G.: Deep learning. Nature 521(7553), 436–444 (2015)CrossRef LeCun, Y., Bengio, Y., Hinton, G.: Deep learning. Nature 521(7553), 436–444 (2015)CrossRef
21.
go back to reference Bologna, G., Hayashi, Y.: Characterization of symbolic rules embedded in deep dimlp networks: a challenge to transparency of deep learning. J. Artif. Intell. Soft Comput. Res. 7(4), 265–286 (2017)CrossRef Bologna, G., Hayashi, Y.: Characterization of symbolic rules embedded in deep dimlp networks: a challenge to transparency of deep learning. J. Artif. Intell. Soft Comput. Res. 7(4), 265–286 (2017)CrossRef
22.
go back to reference Amershi, S., Cakmak, M., Knox, W.B., Kulesza, T.: Power to the people: the role of humans in interactive machine learning. AI Mag. 35(4), 105–120 (2014)CrossRef Amershi, S., Cakmak, M., Knox, W.B., Kulesza, T.: Power to the people: the role of humans in interactive machine learning. AI Mag. 35(4), 105–120 (2014)CrossRef
23.
go back to reference Laporte, G.: The traveling salesman problem: an overview of exact and approximate algorithms. Eur. J. Oper. Res. 59(2), 231–247 (1992)MathSciNetCrossRef Laporte, G.: The traveling salesman problem: an overview of exact and approximate algorithms. Eur. J. Oper. Res. 59(2), 231–247 (1992)MathSciNetCrossRef
24.
go back to reference Karp, R.M.: Mapping the genome: some combinatorial problems arising in molecular biology. In: Proceedings of the Twenty-Fifth Annual ACM Symposium on Theory of Computing (STOC 1993), pp. 278–285 (1993) Karp, R.M.: Mapping the genome: some combinatorial problems arising in molecular biology. In: Proceedings of the Twenty-Fifth Annual ACM Symposium on Theory of Computing (STOC 1993), pp. 278–285 (1993)
25.
go back to reference Michael, R.G., David, S.J.: Computers and Intractability: A Guide to the Theory of NP-Completeness. Freeman, San Francisco (1979)MATH Michael, R.G., David, S.J.: Computers and Intractability: A Guide to the Theory of NP-Completeness. Freeman, San Francisco (1979)MATH
26.
go back to reference Stützle, T., Hoos, H.H.: Max–min ant system. Future Gener. Comput. Syst. 16(8), 889–914 (2000)CrossRef Stützle, T., Hoos, H.H.: Max–min ant system. Future Gener. Comput. Syst. 16(8), 889–914 (2000)CrossRef
27.
go back to reference Wertheimer, M.: Productive Thinking, Enlarged edn. Harper & Row, New York (1959) Wertheimer, M.: Productive Thinking, Enlarged edn. Harper & Row, New York (1959)
28.
go back to reference Holzinger, A.: Interactive Machine Learning for Health Informatics: When do we need the human-in-the-loop? Brain Inform. 3(2), 119–131 (2016)CrossRef Holzinger, A.: Interactive Machine Learning for Health Informatics: When do we need the human-in-the-loop? Brain Inform. 3(2), 119–131 (2016)CrossRef
29.
go back to reference Holzinger, A.: Human-Computer Interaction and Knowledge Discovery (HCI-KDD): What is the benefit of bringing those two fields to work together? In: Cuzzocrea, A., Kittl, C., Simos, Dimitris E., Weippl, E., Xu, L. (eds.) CD-ARES 2013. LNCS, vol. 8127, pp. 319–328. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-40511-2_22CrossRef Holzinger, A.: Human-Computer Interaction and Knowledge Discovery (HCI-KDD): What is the benefit of bringing those two fields to work together? In: Cuzzocrea, A., Kittl, C., Simos, Dimitris E., Weippl, E., Xu, L. (eds.) CD-ARES 2013. LNCS, vol. 8127, pp. 319–328. Springer, Heidelberg (2013). https://​doi.​org/​10.​1007/​978-3-642-40511-2_​22CrossRef
30.
go back to reference Holzinger, K., Mak, K., Kieseberg, P., Holzinger, A.: Can we trust Machine Learning Results? Artificial Intelligence in Safety-Critical decision Support. ERCIM News 112(1), 42–43 (2018) Holzinger, K., Mak, K., Kieseberg, P., Holzinger, A.: Can we trust Machine Learning Results? Artificial Intelligence in Safety-Critical decision Support. ERCIM News 112(1), 42–43 (2018)
31.
go back to reference Hart, P.E., Nilsson, N.J., Raphael, B.: A formal basis for the heuristic determination of minimum cost paths. IEEE Trans. Syst. Sci. Cybern. 4(2), 100–107 (1968)CrossRef Hart, P.E., Nilsson, N.J., Raphael, B.: A formal basis for the heuristic determination of minimum cost paths. IEEE Trans. Syst. Sci. Cybern. 4(2), 100–107 (1968)CrossRef
Metadata
Title
Teaming up with Artificial Intelligence: The Human in the Loop of Serious Game Pathfinding Algorithms
Authors
Michael D. Kickmeier-Rust
Andreas Holzinger
Copyright Year
2019
DOI
https://doi.org/10.1007/978-3-030-11548-7_33

Premium Partner