Page 235 - Socially Intelligent Agents Creating Relationships with Computers and Robots
P. 235

218                                            Socially Intelligent Agents

                             bilities). However, even when the parameters cannot be reliably specified by
                             experts or learned from data, providing estimates for them allows the designer
                             to clearly define the assumptions the model must rely upon and to revise the
                             assumptions by trial and error on the model performance. Thus, we believe that
                             Bayesian networks provide an appropriate formalism to model and integrate in
                             a principled way the multiple sources of uncertainty involved in monitoring a
                             student’s cognitive and emotional states, and the unfolding of a collaborative
                             interaction.
                               Modeling cognitive and meta-cognitive skills. Bayesian networks have
                             been extensively used to build user models representing user’s knowledge and
                             goals [11]. In [3], we have described how to automatically specify the structure
                             and conditional probabilities of a Bayesian network that models the relations
                             between a user’s problem solving behavior and her domain knowledge. In [7],
                             we have extended this work to model learning of instructional material through
                             the meta-cognitive skill known as self-explanation. We plan to adapt this ap-
                             proach to formalize the probabilistic relationships between player’s behavior,
                             meta-cognitive skills and learning in the student models for SIAs in educational
                             games.
                               Modeling collaboration. A preliminary Bayesian model of effective collab-
                             orative interaction has been proposed in [13]. The model attempts to trace the
                             progress of group members through different collaborative roles (e.g., leader,
                             observer, critic) by monitoring the actions that they perform on an interface
                             especially designed to reify these roles. We also adopt a role-based approach
                             to model effective collaboration, but we cannot structure and constrain the
                             game interface as in [13], because this kind of highly constrained interaction
                             could compromise the level of fun and engagement that students experience
                             with Avalanche. Hence, we need to devise alternative ways to capture the col-
                             laborative roles that students adopt during the interaction. We plan to start
                             by making the adoption of different collaborative roles one of the mandatory
                             game activities, orchestrated by the Collaboration Manager. This will reduce
                             the collaboration-monitoring problem to the problem of verifying that students
                             effectively perform the role they have been assigned. However, as the research
                             proceeds, we hope to also achieve a better understanding of how to monitor and
                             support less constrained collaboration.
                               Modeling emotions. Since emotional engagement is the element that makes
                             educational games attractive to learners, it is fundamental that this variable be
                             accurately monitored and taken into account by SIAs for these games. Starting
                             from existing research on the structure of emotions [1], we are working on a
                             general Bayesian student model to represent relevant emotional states (such as
                             frustration, boredom and excitement) and their dynamics, as they are influenced
                             by the interaction with an educational game, by the SIAs interventions and by
                             the player’s personality [2]. The formalization includes a theory of how the
   230   231   232   233   234   235   236   237   238   239   240