SISINE: A Negotiation Training Dedicated Multi-Player Role-Playing Platform Using Artificial Intelligence Skills

Author(s):  
Kurosh Madani ◽  
Amine Chohra ◽  
Arash Bahrammirzaee ◽  
Dalel Kanzari
Author(s):  
Christoph Salge ◽  
Emily Short ◽  
Mike Preuss ◽  
Spyridon Samothrakis ◽  
Pieter Spronck

Author(s):  
Budi Yulianto ◽  
Andy Budy Pratama ◽  
Hutomo Widjaja

This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-18
Author(s):  
Xuesong Zhai ◽  
Xiaoyan Chu ◽  
Ching Sing Chai ◽  
Morris Siu Yung Jong ◽  
Andreja Istenic ◽  
...  

This study provided a content analysis of studies aiming to disclose how artificial intelligence (AI) has been applied to the education sector and explore the potential research trends and challenges of AI in education. A total of 100 papers including 63 empirical papers (74 studies) and 37 analytic papers were selected from the education and educational research category of Social Sciences Citation Index database from 2010 to 2020. The content analysis showed that the research questions could be classified into development layer (classification, matching, recommendation, and deep learning), application layer (feedback, reasoning, and adaptive learning), and integration layer (affection computing, role-playing, immersive learning, and gamification). Moreover, four research trends, including Internet of Things, swarm intelligence, deep learning, and neuroscience, as well as an assessment of AI in education, were suggested for further investigation. However, we also proposed the challenges in education may be caused by AI with regard to inappropriate use of AI techniques, changing roles of teachers and students, as well as social and ethical issues. The results provide insights into an overview of the AI used for education domain, which helps to strengthen the theoretical foundation of AI in education and provides a promising channel for educators and AI engineers to carry out further collaborative research.


1974 ◽  
Vol 38 (8) ◽  
pp. 451-455 ◽  
Author(s):  
JA Gershen ◽  
SL Handelman

Author(s):  
David L. Poole ◽  
Alan K. Mackworth

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