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Artificial intelligence moving serious gaming: Presenting reusable game AI components


Abstract This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game platforms. Serious game AI functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment analysis and essay scoring on free texts), and believable non-playing characters (emotional and socio-cultural, non-verbal bodily motion, and lip-synchronised speech), respectively. The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time. All these components are open source software and can be freely downloaded from the newly launched portal at gamecomponents.eu. The components come with detailed installation manuals and tutorial videos. All components have been applied and validated in serious games that were tested with real end-users.
Year 2019
Keywords Intelligent Virtual Agents;Computer Games;
Authors Wim Westera, Rui Prada, Samuel Mascarenhas, Pedro Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, others
Journal Education and Information Technologies
Pages 1--30
Month July
Publisher Springer
Pdf File
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@article { westera19, abstract = {This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game platforms. Serious game AI functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment analysis and essay scoring on free texts), and believable non-playing characters (emotional and socio-cultural, non-verbal bodily motion, and lip-synchronised speech), respectively. The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time. All these components are open source software and can be freely downloaded from the newly launched portal at gamecomponents.eu. The components come with detailed installation manuals and tutorial videos. All components have been applied and validated in serious games that were tested with real end-users.}, journal = {Education and Information Technologies}, keywords = {Intelligent Virtual Agents;Computer Games;}, month = {July}, pages = {1--30}, publisher = {Springer}, title = {Artificial intelligence moving serious gaming: Presenting reusable game AI components}, year = {2019}, author = {Wim Westera and Rui Prada and Samuel Mascarenhas and Pedro Santos and João Dias and Manuel Guimarães and Konstantinos Georgiadis and Enkhbold Nyamsuren and Kiavash Bahreini and Zerrin Yumak and others} }

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