Artificial intelligence moving serious gaming: Presenting reusable game AI components

Wim Westera*, Rui Prada, Samuel Mascarenhas, Pedro A. Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, Chris Christyowidiasmoro, Mihai Dascalu, Gabriel Gutu-Robu, Stefan Ruseti

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

70 Citations (Scopus)

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.

Original languageEnglish
Pages (from-to)351-380
Number of pages30
JournalEducation and Information Technologies
Volume25
Issue number1
DOIs
Publication statusPublished - 1 Jan 2020
Externally publishedYes

Keywords

  • Artificial intelligence
  • Component-based architecture
  • Game development
  • Intelligent tutoring systems
  • Serious games
  • Software reuse

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