Artificial intelligence moving serious gaming: Presenting reusable game AI components

Wim Westera, Rui Prada, Samuel Mascarenhas, Pedro A. Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, Chris Christyowidiasmoro, Mihai Dascalu (+2 others)
2019 Education and Information Technologies : Official Journal of the IFIP technical committee on Education  
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game platforms. Serious game AI functionalities include player modelling (realtime facial emotion recognition, automated difficulty adaptation, stealth
more » ... sment), natural language processing (sentiment analysis and essay scoring on free texts), and believable non-playing characters (emotional and socio-cultural, non-verbal bodily motion, and lip-synchronised speech), respectively. The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time. All these components are open source software and can be freely downloaded from the newly launched portal at The components come with detailed installation manuals and tutorial videos. All components have been applied and validated in serious games that were tested with real end-users.
doi:10.1007/s10639-019-09968-2 fatcat:sozwh55b4jbcdcyrlpj65sfunu