Competence-based Adaptation Component
- Creator: TU Graz
- Publisher: Rage project
- Owner: TU Graz, CSS
This component allows adapting the game's content to the player's competencies/abilities/skills.
This asset allows an easy handling of competence adaptation within a game. It brings in a psychological model of competence development into game design. The component enables personalized learning paths during game play.
This client-side asset is based on the Competence-based Knowledge-Space Theory and adapts to the current player's competence state based on in-game information. It decides for a given domain model (gained from Domain Model Component) and a given competence state (gained from Competence Assessment Component) on how the game should proceed (expressed as next game situations, represented by identification strings).
Support Level: Reported bugs will be fixed.
A structure of game situations, consisting of a starting game situation and possible successors, are used to identify the next game situation most suitable for the player. A mapping between game situations and competencies (located in the domain model, gained from the Domain Model Asset) is used to calculate the distance between the current competence state of the player (gained from the Competence Assessment Asset) and the game situations. This could, for example, be: Number of competencies in the game situation not possessed by the player, if there are some and Infinity otherwise. A game situation with the shortest distance is recommended to be presented next.
English
https://github.com/RAGE-TUGraz/CompetenceBasedAssets
Competence-based-Adaptation-Component.zip
Competence-based Adaptation Component
tug
Knowledge Space Theory
Unity
C#
Apache 2.0 (Apache License 2.0)