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Socially Intelligent Agents in Educational Games 219players’ emotions can be detected, based on current research on how to measureemotional reactions through bodily expressions such as facial expressions, vocalintonation, galvanic skin response and heart rate [15].3.3 Action GeneratorsThe action generator for each SIA in the game relies on a decision-theoreticmodel of decision-making predicting that agents act so as to maximize theexpected utility of their actions [9]. Other researchers have started adoptinga decision theoretic approach to regulate the behavior of interactive desktopassistants [8] and of an intelligent tutor to support coached problem solving [5].In our architecture, the function representing an agent’s preferences in termsof utility values depends on the role of the agent in the game. So, for instance,the Collaboration Manager will act so as to maximize students’ learning as wellas their collaborative behavior. A Help Agent will act to maximize the student’sunderstanding of a specific activity, while an agent in charge of elicitinga specific meta-cognitive skill will select actions that maximize this specificoutcome. All the agents will also include in their utility functions the goal ofmaintaining the student’s level of fun and engagement above a given threshold,although the threshold may vary with the agent’s role. The action generators’decision-theoretic models can be represented as influence diagrams [9], an extensionof Bayesian networks devised to model rational decision making underuncertainty. By using influence diagrams, we can compactly specify how eachSIA’s action influences the relevant elements in the Bayesian student model,such as the player’s cognitive and emotional states. We can also encode theagent’s utility function in terms of these states, thus providing each agent witha normative theory of how to intervene in the students’ game playing to achievethe best trade-off between engagement and learning.4. ConclusionsWe have presented a preliminary architecture to improve the effectivenessof collaborative educational games. The architecture relies on the usage ofsocially intelligent agents that calibrate their interventions by taking into accountnot only the students’ cognitive states, but also their emotional statesand the unfolding of collaborative interactions within the game. We propose torely on Bayesian networks and influence diagrams to provide our agents witha principled framework for making informed decisions on the most effectiveinterventions under the multiple sources of uncertainty involved in modellinginteraction and learning in multi-player, multi-activity educational game.

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