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Socially Intelligent Agents in Educational Games                 219

                              players’ emotions can be detected, based on current research on how to measure
                              emotional reactionsthrough bodilyexpressions suchas facial expressions, vocal
                              intonation, galvanic skin response and heart rate [15].

                              3.3     Action Generators

                                The action generator for each SIA in the game relies on a decision-theoretic
                              model of decision-making predicting that agents act so as to maximize the
                              expected utility of their actions [9]. Other researchers have started adopting
                              a decision theoretic approach to regulate the behavior of interactive desktop
                              assistants [8] and of an intelligent tutor to support coached problem solving [5].
                                In our architecture, the function representing an agent’s preferences in terms
                              of 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 well
                              as their collaborative behavior. A Help Agent will act to maximize the stu-
                              dent’s understanding of a specific activity, while an agent in charge of eliciting
                              a specific meta-cognitive skill will select actions that maximize this specific
                              outcome. All the agents will also include in their utility functions the goal of
                              maintaining 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 ex-
                              tension of Bayesian networks devised to model rational decision making under
                              uncertainty. By using influence diagrams, we can compactly specify how each
                              SIA’s action influences the relevant elements in the Bayesian student model,
                              such as the player’s cognitive and emotional states. We can also encode the
                              agent’s utility function in terms of these states, thus providing each agent with
                              a normative theory of how to intervene in the students’ game playing to achieve
                              the best trade-off between engagement and learning.

                              4.     Conclusions
                                We have presented a preliminary architecture to improve the effectiveness
                              of collaborative educational games. The architecture relies on the usage of
                              socially intelligent agents that calibrate their interventions by taking into ac-
                              count not only the students’ cognitive states, but also their emotional states
                              and the unfolding of collaborative interactions within the game. We propose to
                              rely on Bayesian networks and influence diagrams to provide our agents with
                              a principled framework for making informed decisions on the most effective
                              interventions under the multiple sources of uncertainty involved in modelling
                              interaction and learning in multi-player, multi-activity educational game.
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