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One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to

One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to implement a series of states or decisions instead to give the illusion of intelligence. Despite this limitation, games can still generate a wide range of experiences for the player. The Hybrid Game AI Framework is an AI system that combines the benefits of two commonly used approaches to developing game AI: Behavior Trees and Finite State Machines. Developed in the Unity Game Engine and the C# programming language, this AI Framework represents the research that went into studying modern approaches to game AI and my own attempt at implementing the techniques learned. Object-oriented programming concepts such as inheritance, abstraction, and low coupling are utilized with the intent to create game AI that's easy to implement and expand upon. The final goal was to create a flexible yet structured AI data structure while also minimizing drawbacks by combining Behavior Trees and Finite State Machines.
ContributorsRamirez Cordero, Erick Alberto (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model

For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model when it is represented by performance of the teachable agent. The feedback system represents performance of the teachable agent, and not of a student. Data in the feedback system is thus updated according to a student's understanding of the subject. This provides students an opportunity to enhance their understanding of a subject by analyzing their performance. To test the effectiveness of the feedback system, student understanding in two different conditions is analyzed. In the first condition a feedback report is not provided to the students, while in the second condition the feedback report is provided in the form of the agent’s performance.
ContributorsUpadhyay, Abha (Author) / Walker, Erin (Thesis advisor) / Nelson, Brian (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Ensemble learning methods like bagging, boosting, adaptive boosting, stacking have traditionally shown promising results in improving the predictive accuracy in classification. These techniques have recently been widely used in various domains and applications owing to the improvements in computational efficiency and distributed computing advances. However, with the advent of wide

Ensemble learning methods like bagging, boosting, adaptive boosting, stacking have traditionally shown promising results in improving the predictive accuracy in classification. These techniques have recently been widely used in various domains and applications owing to the improvements in computational efficiency and distributed computing advances. However, with the advent of wide variety of applications of machine learning techniques to class imbalance problems, further focus is needed to evaluate, improve and optimize other performance measures such as sensitivity (true positive rate) and specificity (true negative rate) in classification. This thesis demonstrates a novel approach to evaluate and optimize the performance measures (specifically sensitivity and specificity) using ensemble learning methods for classification that can be especially useful in class imbalanced datasets. In this thesis, ensemble learning methods (specifically bagging and boosting) are used to optimize the performance measures (sensitivity and specificity) on a UC Irvine (UCI) 130 hospital diabetes dataset to predict if a patient will be readmitted to the hospital based on various feature vectors. From the experiments conducted, it can be empirically concluded that, by using ensemble learning methods, although accuracy does improve to some margin, both sensitivity and specificity are optimized significantly and consistently over different cross validation approaches. The implementation and evaluation has been done on a subset of the large UCI 130 hospital diabetes dataset. The performance measures of ensemble learners are compared to the base machine learning classification algorithms such as Naive Bayes, Logistic Regression, k Nearest Neighbor, Decision Trees and Support Vector Machines.
ContributorsBahl, Neeraj Dharampal (Author) / Bansal, Ajay (Thesis advisor) / Amresh, Ashish (Committee member) / Bansal, Srividya (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool

Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool that connects paper-based assessments to digital space. I designed a classroom study and collected data from ASU computer science classes. I tracked and modeled students' reviewing and reflecting behaviors based on the use of WPGA. I analyzed students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances. Results showed that students put extra emphasis in reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance or for attendance. In addition, all students paid more attention on reviewing quizzes and exams toward the end of semester.
ContributorsHuang, Po-Kai (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2017