Related papers: MiBoard: iSTART Metacognitive Training through Gam…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
This study examines the impact of an AI instructional agent on students' perceived learner control and academic performance in a medium demanding course with lecturing as the main teaching strategy. Based on a randomized controlled trial,…
This paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players…
Studies of human cognition often rely on brief, highly controlled tasks that emphasize group-level effects but poorly capture the rich variability within and between individuals. A suite of minigames built on the novel pixelDOPA platform…
Deep Reinforcement Learning is a promising tool for robotic control, yet practical application is often hindered by the difficulty of designing effective reward functions. Real-world tasks typically require optimizing multiple objectives…
This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models…
Self-evolving trainin--where models iteratively learn from their own outputs--has emerged as a key approach for complex reasoning tasks, addressing the scarcity of high-quality chain-of-thought data. However, its effectiveness in multimodal…
Multimodal large language models excel across diverse domains but struggle with complex visual reasoning tasks. To enhance their reasoning capabilities, current approaches typically rely on explicit search or post-training techniques.…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are…
In this work, we address the problem of tuning communication libraries by using a deep reinforcement learning approach. Reinforcement learning is a machine learning technique incredibly effective in solving game-like situations. In fact,…
Multimodal learning holds promise for richer information extraction by capturing dependencies across data sources. Yet, current training methods often underperform due to modality competition, a phenomenon where modalities contend for…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Intelligent systems have the ability to improve their behaviour over time taking observations, experiences or explicit feedback into account. Traditional approaches separate the learning problem and make isolated use of techniques from…
We present a controlled, quantitative study with 12 participants comparing interaction with a haptically enhanced mixing board against interaction with a mouse in an abstract task that is motivated by several practical parameter space…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
Drama-in-education is an interdisciplinary instructional approach that integrates subjects such as language, history, and psychology. Its core component is playwriting. Based on need-finding interviews of 13 teachers, we found that current…
Reinforcement learning methods have recently been very successful at performing complex sequential tasks like playing Atari games, Go and Poker. These algorithms have outperformed humans in several tasks by learning from scratch, using only…
Games are one of the safest source of realizing self-esteem and relaxation at the same time. An online gaming platform typically has massive data coming in, e.g., in-game actions, player moves, clickstreams, transactions etc. It is rather…
This is the preprint version of our paper on 2015 International Conference on Virtual Rehabilitation (ICVR2015). The purpose of this work is designing and implementing a rehabilitation software for dysphonic patients. Constant training is a…
The 13-card variant of Classic Indian Rummy is a sequential game of incomplete information that requires probabilistic reasoning and combinatorial decision-making. This paper proposes a rule-based framework for strategic play, driven by a…