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218 Socially Intelligent Agentsbilities). However, even when the parameters cannot be reliably specified byexperts or learned from data, providing estimates for them allows the designerto clearly define the assumptions the model must rely upon and to revise theassumptions by trial and error on the model performance. Thus, we believe thatBayesian networks provide an appropriate formalism to model and integrate ina principled way the multiple sources of uncertainty involved in monitoring astudent’s cognitive and emotional states, and the unfolding of a collaborativeinteraction.Modeling cognitive and meta-cognitive skills. Bayesian networks havebeen extensively used to build user models representing user’s knowledge andgoals [11]. In [3], we have described how to automatically specify the structureand conditional probabilities of a Bayesian network that models the relationsbetween a user’s problem solving behavior and her domain knowledge. In [7],we have extended this work to model learning of instructional material throughthe meta-cognitive skill known as self-explanation. We plan to adapt this approachto formalize the probabilistic relationships between player’s behavior,meta-cognitive skills and learning in the student models for SIAs in educationalgames.Modeling collaboration. A preliminary Bayesian model of effective collaborativeinteraction has been proposed in [13]. The model attempts to trace theprogress of group members through different collaborative roles (e.g., leader,observer, critic) by monitoring the actions that they perform on an interfaceespecially designed to reify these roles. We also adopt a role-based approachto model effective collaboration, but we cannot structure and constrain thegame interface as in [13], because this kind of highly constrained interactioncould compromise the level of fun and engagement that students experiencewith Avalanche. Hence, we need to devise alternative ways to capture the collaborativeroles that students adopt during the interaction. We plan to startby making the adoption of different collaborative roles one of the mandatorygame activities, orchestrated by the Collaboration Manager. This will reducethe collaboration-monitoring problem to the problem of verifying that studentseffectively perform the role they have been assigned. However, as the researchproceeds, we hope to also achieve a better understanding of how to monitor andsupport less constrained collaboration.Modeling emotions. Since emotional engagement is the element that makeseducational games attractive to learners, it is fundamental that this variable beaccurately monitored and taken into account by SIAs for these games. Startingfrom existing research on the structure of emotions [1], we are working on ageneral Bayesian student model to represent relevant emotional states (such asfrustration, boredom and excitement) and their dynamics, as they are influencedby the interaction with an educational game, by the SIAs interventions and bythe player’s personality [2]. The formalization includes a theory of how the

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