Abstract
This paper provides a preliminary analysis of the possible role of cognitive architectures in the field of Serious Games. The seminal works that explore the use of Cognitive Architecture in games will be analyzed in the light of an emerging perspective of the games AI research area. Finally, an initial proposal of application of Cognitive Architecture for the design and implementation of non-player characters will be presented.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
In: IEEE Conference on Computational Intelligence and Games, CIG 2017, New York, NY, USA, 22–25 August 2017. IEEE (2017). http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=8067294
In: IEEE Conference on Computational Intelligence and Games, CIG 2018, Maastricht, The Netherlands, 14–17 August 2018. IEEE (2018). http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=8473398
Alonso-Fernández, C., Cano, A.R., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., Fernández-Manjón, B.: Lessons learned applying learning analytics to assess serious games. Comput. Hum. Behav. 99, 301–309 (2019). https://doi.org/10.1016/j.chb.2019.05.036. http://www.sciencedirect.com/science/article/pii/S0747563219302171
Anderson, J.R., Bothell, D., Byrne, M.D., Douglass, S., Lebiere, C., Qin, Y.: An integrated theory of the mind. Psychol. Rev. 111(4), 1036 (2004)
Anderson, J.R., Corbett, A.T., Koedinger, K.R., Pelletier, R.: Cognitive tutors: lessons learned. J. Learn. Sci. 4(2), 167–207 (1995). https://doi.org/10.1207/s15327809jls0402_2
Anderson, J.R., Gluck, K.: What role do cognitive architectures play in intelligent tutoring systems. Cognition & Instruction: Twenty-five Years of Progress, 227–262 (2001)
Augello, A., Gentile, M., Dignum, F.: Social agents for learning in virtual environments. In: Bottino, R., Jeuring, J., Veltkamp, R.C. (eds.) GALA 2016. LNCS, vol. 10056, pp. 133–143. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-50182-6_12
Cerny, V., Dechterenko, F.: Rogue-like games as a playground for artificial intelligence – evolutionary approach. In: Chorianopoulos, K., Divitini, M., Hauge, J.B., Jaccheri, L., Malaka, R. (eds.) ICEC 2015. LNCS, vol. 9353, pp. 261–271. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-24589-8_20
Cheng, M.T., Chen, J.H., Chu, S.J., Chen, S.Y.: The use of serious games in science education: a review of selected empirical research from 2002 to 2013. J. Comput. Educ. 2(3), 353–375 (2015). https://doi.org/10.1007/s40692-015-0039-9
Conde Ramírez, J.C., Sánchez López, A., Sánchez Flores, A.: An architecture for cognitive modeling to support real-time adaptation and motivational responses in video games. In: Castro, F., Gelbukh, A., González, M. (eds.) MICAI 2013. LNCS (LNAI), vol. 8265, pp. 144–156. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-45114-0_12
Csikszentmihalyi, M.: Toward a psychology of optimal experience. Flow and the Foundations of Positive Psychology, pp. 209–226. Springer, Dordrecht (2014). https://doi.org/10.1007/978-94-017-9088-8_14
In: Dignum, F. (ed.) Agents for Games and Simulations II - Trends in Techniques, Concepts and Design [AGS 2010, The Second International Workshop on Agents for Games and Simulations, Toronto, Canada, 10 May 2010, Lecture Notes in Computer Science, vol. 6525. Springer (2011). https://doi.org/10.1007/978-3-642-18181-8
Dignum, F., Bradshaw, J., Silverman, B., van Doesburg, W. (eds.): AGS 2009. LNCS (LNAI), vol. 5920. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-11198-3
Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds.): Serious Games Foundations, Concepts and Practice. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-40612-1
Evans, J.S.B., Stanovich, K.E.: Dual-process theories of higher cognition: advancing the debate. Perspect. Psychol. Sci. 8(3), 223–241 (2013)
Frutos-Pascual, M., Zapirain, B.G.: Review of the use of AI techniques in serious games: decision making and machine learning. IEEE Trans. Comput. Intell. AI Games 9(2), 133–152 (2017). https://doi.org/10.1109/TCIAIG.2015.2512592
Gazzard, A.: The platform and the player: exploring the (hi) stories of elite. Game Stud. 13(2) (2013)
Gemrot, J., et al.: Pogamut 3 can assist developers in building AI (not only) for their videogame agents. In: Dignum, F., Bradshaw, J., Silverman, B., van Doesburg, W. (eds.) AGS 2009. LNCS (LNAI), vol. 5920, pp. 1–15. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-11198-3_1
Gentile, M., Allegra, M., Söbke, H. (eds.): GALA 2018. LNCS, vol. 11385. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-11548-7
Gentile, M., et al.: The effect of disposition to critical thinking on playing serious games. In: Gentile, M., Allegra, M., Söbke, H. (eds.) GALA 2018. LNCS, vol. 11385, pp. 3–15. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-11548-7_1
Ghosh, S., Verbrugge, R.: Studying strategies and types of players: experiments, logics and cognitive models. Synthese 195(10), 4265–4307 (2018). https://doi.org/10.1007/s11229-017-1338-7
Gigerenzer, G., Todd, P., Group, A.: Simple Heuristics that Make Us Smart. Evolution and Cognition. Oxford University Press, Oxford (2000). https://books.google.it/books?id=4ObhBwAAQBAJ
Greitzer, F.L., Kuchar, O.A., Huston, K.: Cognitive science implications for enhancing training effectiveness in a serious gaming context. J. Educ. Resour. Comput. 7(3), 2 (2007). https://doi.org/10.1145/1281320.1281322
Kahneman, D.: Thinking, Fast and Slow. Penguin Books Limited, Westminster (2011). https://books.google.it/books?id=oV1tXT3HigoC
Kotseruba, I., Tsotsos, J.K.: 40 years of cognitive architectures: core cognitive abilities and practical applications. Artif. Intell. Rev. (2018). https://doi.org/10.1007/s10462-018-9646-y
Laird, J.E.: Using a computer game to develop advanced AI. Computer 34(7), 70–75 (2001). https://doi.org/10.1109/2.933506
Laird, J.: The Soar Cognitive Architecture. MIT Press, Cambridge (2012)
Laird, J.E.: Extending the soar cognitive architecture. In: Artificial General Intelligence 2008, Proceedings of the First AGI Conference, AGI 2008, University of Memphis, Memphis, TN, USA, 1–3 March 2008, pp. 224–235 (2008) http://www.booksonline.iospress.nl/Content/View.aspx?piid=8310
Laird, J.E., Newell, A., Rosenbloom, P.S.: SOAR: an architecture for general intelligence. Artif. Intell. 33(1), 1–64 (1987). https://doi.org/10.1016/0004-3702(87)90050-6
van Lent, M., et al.: Intelligent agents in computer games. In: Proceedings of the Sixteenth National Conference on Artificial Intelligence and Eleventh Conference on Innovative Applications of Artificial Intelligence, Orlando, Florida, USA, 18–22 July 1999, pp. 929–930 (1999). http://www.aaai.org/Library/AAAI/1999/aaai99-143.php
Lieto, A., Lebiere, C., Oltramari, A.: The knowledge level in cognitive architectures: current limitations and possible developments. Cogn. Syst. Res. 48, 39–55 (2018)
Lieto, A., Bhatt, M., Oltramari, A., Vernon, D.: The role of cognitive architectures in general artificial intelligence. Cogn. Syst. Res. 48, 1–3 (2018). https://doi.org/10.1016/j.cogsys.2017.08.003. http://www.sciencedirect.com/science/article/pii/S138904171730222X. cognitive Architectures for Artificial Minds
Liu, M., Kang, J., Liu, S., Zou, W., Hodson, J.: Learning analytics as an assessment tool in serious games: a review of literature. In: Ma, M., Oikonomou, A. (eds.) Serious Games and Edutainment Applications, vol. 2, pp. 537–563. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-51645-5_24
Lopes, R., Bidarra, R.: Adaptivity challenges in games and simulations: a survey. IEEE Trans. Comput. Intell. AI Games 3(2), 85–99 (2011). https://doi.org/10.1109/TCIAIG.2011.2152841
Lucas, S.M., Mateas, M., Preuss, M., Spronck, P., Togelius, J.: Artificial and computational intelligence in games (dagstuhl seminar 12191). In: Dagstuhl Reports, vol. 2, no. 5, pp. 43–70 (2012). https://doi.org/10.4230/DagRep.2.5.43
Magerko, B., Laird, J.E., Assanie, M., Kerfoot, A., Stokes, D.: AI characters and directors for interactive computer games. In: Proceedings of the Nineteenth National Conference on Artificial Intelligence, Sixteenth Conference on Innovative Applications of Artificial Intelligence, San Jose, California, USA, 25–29 July 2004, pp. 877–883 (2004)
Magerko, B., Rowe, J.P. (eds.): Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), Snowbird, Little Cottonwood Canyon, Utah, USA, 5–9 October 2017. AAAI Press (2017). http://www.aaai.org/Library/AIIDE/aiide17contents.php
Mehm, F., Radke, S., Göbel, S.: 80days: adaptive digital storytelling for digital educational games. In: Proceedings of the 2nd International Workshop on Story-Telling and Educational Games, in conjunction with the 8th International Conference on Web-based Learning, STEG@ICWL 2009, RWTH Aachen University, Aachen, Germany, 21 August 2009 (2009). http://ceur-ws.org/Vol-498/steg09_submission_9.pdf
van Oijen, J.: Cognitive agents in virtual worlds : a middleware design approach. Ph.D. thesis, Utrecht University, Netherlands (2014). http://dspace.library.uu.nl:8080/handle/1874/300548
Oltramari, A., Lebiere, C.: Pursuing artificial general intelligence by leveraging the knowledge capabilities of ACT-R. In: Bach, J., Goertzel, B., Iklé, M. (eds.) AGI 2012. LNCS (LNAI), vol. 7716, pp. 199–208. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-35506-6_21
Peirce, N., Conlan, O., Wade, V.: Adaptive educational games: providing non-invasive personalised learning experiences. In: The 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008, Banff, Canada,, 17–19 November 2008, pp. 28–35 (2008). https://doi.org/10.1109/DIGITEL.2008.30
Ritter, S., Anderson, J.R., Koedinger, K.R., Corbett, A.: Cognitive tutor: applied research in mathematics education. Psychon. Bull. Rev. 14(2), 249–255 (2007)
Rowe, J.P., Smith, G. (eds.): Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018, Edmonton, Alberta, Canada, 13–17 November 2018. AAAI Press (2018). http://www.aaai.org/Library/AIIDE/aiide18contents.php
Schaeffer, J., van den Herik, H.: Games, computers, and artificial intelligence. Artificial Intelligence 134(1), 1–7 (2002). https://doi.org/10.1016/S0004-3702(01)00165-5. http://www.sciencedirect.com/sciGhoshence/article/pii/S0004370201001655
Streicher, A., Smeddinck, J.D.: Personalized and adaptive serious games. In: Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, 5–10 July 2015, Revised Selected Papers, pp. 332–377 (2015). https://doi.org/10.1007/978-3-319-46152-6_14
Vermillion, S.D., Malak, R.J., Smallman, R., Becker, B., Sferra, M., Fields, S.: An investigation on using serious gaming to study human decision-making in engineering contexts. Des. Sci. 3, e15 (2017). https://doi.org/10.1017/dsj.2017.14
Vernon, D.: Artificial Cognitive Systems: A primer. MIT Press, Cambridge (2014)
Yannakakis, G.N., Togelius, J.: A panorama of artificial and computational intelligence in games. IEEE Trans. Comput. Intell. AI Games 7(4), 317–335 (2015). https://doi.org/10.1109/TCIAIG.2014.2339221
Yannakakis, G.N., Togelius, J.: Artificial Intelligence and Games, 1st edn. Springer, Heidelberg (2018). https://doi.org/10.1007/978-3-319-63519-4
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Gentile, M., Città, G., Lieto, A., Allegra, M. (2019). Some Notes on the Possibile Role of Cognitive Architectures in Serious Games. In: Liapis, A., Yannakakis, G., Gentile, M., Ninaus, M. (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science(), vol 11899. Springer, Cham. https://doi.org/10.1007/978-3-030-34350-7_23
Download citation
DOI: https://doi.org/10.1007/978-3-030-34350-7_23
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-34349-1
Online ISBN: 978-3-030-34350-7
eBook Packages: Computer ScienceComputer Science (R0)