Adaptation and Assessment (TwoA) component
- Creator: Enkhbold Nyamsuren email
- Publisher: Rage project
- Owner: Enkhbold Nyamsuren email
Real-time automatic assessment of and adaptation of game difficulty to player expertise.
This component enables a real-time automatic adaptation of game difficulty to player's expertise level. The adaptation algorithm makes use of a stealth assessment algorithm that assigns difficulty ratings and expertise ratings to the players and the game modules respectively. The component tracks changes in these ratings allowing assessment of players' learning progress either by players themselves or by instructors.
This assessment process is non-intrusive and does not negatively affect player’s engagement with the game. Having a player with a known skill rating, the TwoA component can recommend a game module with a difficulty level comfortable to the player. Such adaptation provides a nice balance between player’s motivation and game challenge. The component is lightweight with minimal requirements for integrating with a game and minimal impact on the game’s performance. The component is also agnostic to the game content requiring only basic performance metrics with no need for explicit domain knowledge. There are two main components:
- The core adaptation and assessment component to be integrated with a game
- An exemplar standalone data visualization/analysis component. Manuals on using both components are available within the packages.
The component is available "as is" without warranties or conditions of any kind. The authors of the software are not obliged to provide any kind of technical support to third parties on any issue they may find with the component.
This component enables a real-time automatic adaptation of game difficulty to player's expertise level. The component implements a variation of the Computer Adaptive Practice algorithm used in Math Garden, a web-based learning environment for school children. The TwoA component provides a portable and highly interoperable implementation of the publicly available version of the algorithm. It also introduces several improvements to the algorithm to meet specific needs of serious games.
The adaptation algorithm makes use of a stealth assessment algorithm that assigns difficulty ratings and expertise ratings to the players and the game modules respectively. The component tracks changes in these ratings allowing assessment of players' learning progress either by players themselves or by instructors. This assessment process is non-intrusive and does not negatively affect player’s engagement with the game. Having a player with a known skill rating, the TwoA component can recommend a game module with a difficulty level comfortable to the player. Such adaptation provides a nice balance between player’s motivation and game challenge. The component is lightweight with minimal requirements for integrating with a game and minimal impact on the game’s performance. The component is also agnostic to the game content requiring only basic performance metrics with no need for explicit domain knowledge. There are two main components:
- The core adaptation and assessment component to be integrated with a game
- An exemplar standalone data visualization/analysis component. Manuals on using both components are available within the packages.
May 10, 2017
English
https://github.com/rageappliedgame/HatAsset
Adaptation-and-Assessment-TwoA-component.zip
difficulty adaptation
assessment
real-time
automatic
- https://github.com/rageappliedgame/HatAsset/tree/1.2.5-noXML/manual
- https://rage.ou.nl/filedepot?fid=501
- https://rage.ou.nl/filedepot?fid=502
- https://rage.ou.nl/filedepot?fid=503
- https://www.youtube.com/watch?v=s-hU5AUEbsY
Unity
Windows
C#
1.2.5
Third iteration. Summary of most important changes from the previous version of the TwoA component:
- Added a second adaptation module that requires only player accuracy. Accuracy can be any value between 0 and 1.
- Remove dependency on external files. Now it is assumed that the game developer will add scenario and game data programatically instead of storing them in an xml file.
- Extended API for greater flexibitility of managing player and scenario data.
- Added methods to request recommended difficulty rating instead of scenario.
- Added a parameter (K factor) for scaling changes in ratings in reassessment methods.
Under Development
Apache 2.0 (Apache License 2.0)