Related papers: Understanding Gaming the System by Analyzing Self-…
We study the quality of outcomes in repeated games when the population of players is dynamically changing and participants use learning algorithms to adapt to the changing environment. Game theory classically considers Nash equilibria of…
Objectives: When students use generative AI in coursework, what are its persistent effects on their intellectual development? We investigate (RQ1-How) how students' trust in and routine use of genAI affect their cognitive engagement habits…
The offline datasets for imitation learning (IL) in multi-agent games typically contain player trajectories exhibiting diverse strategies, which necessitate measures to prevent learning algorithms from acquiring undesirable behaviors.…
Meta-reinforcement learning (Meta-RL) facilitates rapid adaptation to unseen tasks but faces challenges in long-horizon environments. Skill-based approaches tackle this by decomposing state-action sequences into reusable skills and…
Many people learn programming independently from online resources and often report struggles in achieving their personal learning goals. Learners frequently describe their experiences as isolating and frustrating, challenged by abundant…
Over the last three decades, various didactic proposals have been published in an attempt to connect theory and research findings with the design of Teaching-Learning Sequences (TLS) in various contexts. Many studies have analysed the…
We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as…
This study examined the effects of a technology-enhanced intervention on the self-regulation of 262 eighth-grade students, employing information and communication technology (ICT) and web-based self-assessment tools set against science…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning…
Dynamic Reinforcement Learning (Dynamic RL), proposed in this paper, directly controls system dynamics, instead of the actor (action-generating neural network) outputs at each moment, bringing about a major qualitative shift in…
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…
Whenever students use any drilling system the question arises how much of their learning is meaningful learning vs memorisation through repetition or rote learning. Although both types of learning have their place in an educational system…
Strategic recommendations (SR) refer to the problem where an intelligent agent observes the sequential behaviors and activities of users and decides when and how to interact with them to optimize some long-term objectives, both for the user…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
In many settings of interest, a policy is set by one party, the leader, in order to influence the action of another party, the follower, where the follower's response is determined by some private information. A natural question to ask is,…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of…
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to…
The integration of Generative AI (GenAI) into education has raised concerns about over-reliance and superficial learning, particularly in writing tasks in higher education. This study explores whether a theory-driven learning analytics…