A method for automatic situation recognition in collaborative multiplayer Serious Games
EAI Endorsed Transactions
on Serious Games
Research Article
A method for automatic situation recognition in
collaborative multiplayer Serious Games
Viktor Wendel1,∗, Marc-André Bär1, Robert Hahn1, Benedict Jahn1, Max Mehltretter1, Stefan
Göbel1, Ralf Steinmetz1
1Technische Universität Darmstadt, Multimedia Communications Lab, Darmstadt, Germany
Abstract
One major Serious Games challenge is adaptation of game-based learning environments towards the needs
of players with heterogeneous player and learner traits. For both an instructor or an algorithmic adaptation
mechanism it is vital to have knowledge about the course of the game in order to be able to recognize player
intentions, potential problems, or misunderstandings - both of the game(play) and the learning content.
The main contribution of this paper is a mechanism to recognize high-level situations in a multiplayer Serious
Game. The approach presented uses criteria and situations based on the game-state, player actions and events
and calculates how likely it is that players are in a certain situation. The gathered information can be used
to feed an adaptation algorithm or be presented to the instructor to improve instructor decision making. In a
first evaluation, the situation recognition was able to correctly recognize all of the situations in a set of game
sessions. Thus, the contribution of this paper contains a novel approach to automatically capture complex
multiplayer game states influenced b y u npredictable p layer b ehavior, a nd t o i nterpret t hat i nformation to
calculate probabilities of relevant game situations to be present from which player intentions can be derived.
Received on 19 December 2014; accepted on 02 June 2015; published on 02 July 2015
Keywords: Serious Games, Collaborative Learning, Game Mastering, Adaptation
Copyright © 2015 Viktor Wendel et al., licensed to ICST. This is an open access article distributed under the terms of
the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unlimited
use, distribution and reproduction in any medium so long as the original work is properly cited.
doi:10.4108/sg.1.4.e4
1. Motivation
Especially for game-based collaborative learning scenarios, major fields of research are adaptation of learning content, difficulty, as well as game-pace and content.
First approaches to address problems in those fields
have been proposed, focusing on human instructor support and Game Mastering. Many of those approaches
consider what information needs to be presented to
the instructor and what adaptation mechanisms are
necessary and should be regarded.
A different approach is automatic adaptation of
multiplayer Serious Games. Any adaptation algorithm,
however, needs knowledge about the game state, the
learner/player state, and player progress and behavior
in order to be able to decide about proper adaptations
for the present game state. In particular, an algorithm
needs to be aware of problems and misunderstandings
∗ Corresponding author. Email:
during the game. Whereas a human Game Master can
rather easily recognize and judge what a player or a
group of players is doing at a certain moment during
the game session just by observing the scene, his/her
background knowledge of the game, and human
reasoning, this is extremely difficult to recognize
automatically. Especially in game genres where players
control an avatar in a rather open world and where
they can move freely in that world, deciding for
themselves about what to do next and how, it is a
challenge to automatically recognize what a player - or
a team - is doing at a certain moment. Examples for
this are Second Life1 , mods of commercial role-playing
games, or collaborative multiplayer Serious Games like
Woodment [1] or Escape From Wilson Island [2].
The scenario observed here focuses on non-scenebased open world action-adventure-like games using
1 secondlife.com/
1
EAI Endorsed Transactions
on Serious Games
08 2014 – 07 2015 | Volume 1 | Issue 4 | e4
V. Wendel et al.
avatars to (re-)present players. In this paper, we propose
an approach for automatic situation recognition in
multiplayer Serious Games. The goal is to automatically
recognize what a single player or a group of players
are likely doing at a certain point in a game, based
on information about their locations, their movements,
their actions, and their interactions. Therefore, an
interface is defined to access elementary and abstract
game states, current and past player actions, game
quests and (learning) tasks, and game relevant
attributes. Based on this, state diagrams regarding
dependencies between states are created and different
kinds of criteria to calculate probabilities of situations
are used. Criteria are defined based on space, time,
and state, like local or global criteria, distance criteria,
or criteria based on game states or attributes. The
concept further includes an algorithm which calculates
which criteria are fulfilled using the data gathered
from the game. Based on that, the algorithm calculates
probabilities for players being in certain situations, like
trying to solve a certain task or exploring the level, etc.
We implemented our concept as an extension of
the existing collaborative multiplayer Serious Game
Escape From Wilson Island (EFWI) which offers group
tasks designed in a way such that players need to
work together and communicate in order to succeed
[2]. A Game Master Frontend has been implemented
to enable an instructor to perform instructor tasks
from inside the game at run-time [3]. EFWI is a
game with an open level in which multiple players
can act freely and concurrently, hence altering the
game in an often unpredictably way. Therefore, it is
considered to be well suited as an evaluation platform
for the situation recognition concept presented here.
The situation recognition described in this paper is a
direct extension to this Game Master framework with
the objective of enabling the Game Master framework
to automatically recognize game relevant situation
in order to inform and support the Game Master
and automatically perform adaptations based on the
recognized situations. An initial study to evaluate the
soundness and correctness of our approach has been
carried out comparing the recognized situations with
the situations recognized by a real GM. The initial
results are very promising. The situation recognition
was able to correctly recognize the defined game
situations in all cases. However, further evaluation
is required including a bigger set of users as well
as additional games. Thus, the contribution of this
paper contains a novel approach to automatically
capture complex multiplayer game states influenced
by unpredictable player behavior, and to interpret that
information to calculate probabilities of relevant game
situations to be present from which player intentions
can be derived.
2. Related Work
To the best of our knowledge, there are no similar
appr (...truncated)