SERIOUS GAMING, MANAGEMENT AND LEARNING
An Agent Based Perspective
Marco Remondino, Anna Maria Bruno and Marco Pironti
University of Turin, Torino, Italy
Keywords: Business game, Knowledge transmission, Enterprise management.
Abstract: We present the construction and experimental application of a web based system for teaching topics of
Business Administration. The same concepts can be easily extended to other formative areas, and used to
transfer knowledge (learning by doing). The system realizes a cooperative behaviour of human agents
(learners) who interactively take decisions for a simulated profit oriented enterprise. The technical design is
based on System Dynamics and Artificial Agent modelling. An agent based framework is applied to the
model in the form of virtual tutoring system for learners; the cognitive agents learn through a trial and error
technique. After the trial period, they can be used as a decision support system for the human learners.
1 INTRODUCTION
Business Games (BG) can be considered role
playing games, characterized by a managerial
context. The players usually face some situations
typical for enterprise management and must take
various core decisions, mainly about marketing,
logistics, production, research and development
politics and so on. A very interesting feature of
business games is that they can be employed as a
teaching instrument and for training; the
students/trainee can learn some important concepts
about enterprise management, by trying them on the
field, instead of just studying them on books. This is
regarded as "learning by doing" concept. The main
didactic goals for BGs are to refine the decision
capacities of the learners when facing situations of
uncertainty, and above all their ability to take
managerial decisions when there is a trade-off
between risk and profit. Besides, through a BG,
some advanced managerial techniques can be
reached, and so can be the interaction among the
different enterprise functions.
The BG presented in this work is built on the
System Dynamics methodology (Forrester, 1961)
and following the specifications given in Bussolin
(1979); this means that the mechanisms of the game
are based on finite differences equations and curves
defining the main parameters of the game itself.
The innovative part is constituted by an agent
based framework applied in the form of virtual
tutoring system for learners; the intelligent agents
learn by trial and error, based on Reinforcement
Learning paradigms, by practicing the system. After
this trial period, they form a model of the
cause/effect relations among the decisions and the
observed results and can then be used as a decision
support system for human learners, during the game.
2 MODEL STRUCTURE
The model is built using a structure based on the
theory of System Dynamics. The model itself is
considered as an artifact (Simon, 1996), i.e.: an
interface between the internal structure
(implemented in Java) and the external environment,
i.e.: the physical one, in which the system itself is
used by the learners. There are six main subsystems,
mutually connected, in the simulated enterprise:
production, finance, implants, research and
development, marketing and sales. Some of these
subsystems are divided into other subsystems, if
needed (e.g.: national sales and sales to the rest of
the World). The model is a dynamic system and the
temporal walkthrough in the system has been
converted into a set of differential equations and
laws that can generate the walkthrough itself. This
description consists into a constant relation between
402
Remondino M., Bruno A. and Pironti M. (2009).
SERIOUS GAMING, MANAGEMENT AND LEARNING - An Agent Based Perspective.
In Proceedings of the First International Conference on Computer Supported Education, pages 402-405
DOI: 10.5220/0001967604020405
Copyright
c
SciTePress
the system status in a generic time T and the status
after a brief time interval "delta T" (DT). Two are
the main variable types in the model: the stock type
and the flow type (or rate). The latter are used to
recalculate the former after each DT. Many of these
flows are generated by the "actions" of the learners,
i.e.: their decisions, in order to modify the states of
the system. Not all the states are modified by
external actions, though.
There exist some inner actions and regulations
that act as "internal implicit decisions" performed by
the system, used to normalize the levels. The choice
of the configuration and balance among the external
decisions and implicit decisions identifies the nature
and type of knowledge that has to be transferred to
the learner in a direct or indirect way.
The external decisions are those that make it
possible for the individual learners to know the
object of their studies, since it is directly "acted
upon" by them. This kind of actions are simply
referred to as "decisions", since they can be carried
on by the learners. The other kind of decisions are
those that make it possible to keep the system
"alive" even when the learners (for a lack of
knowledge) has not been able to lead the system.
The enterprise, here seen as a complex system, is
part of a bigger external environment with which it
continuously interacts. This is configured by some
other sub-systems, like the banking system (able to
supply the financial means for the developing of
new technologies, new products and the enterprise
itself), the market system (where the demand is
generated in the form of orders for the enterprise),
the technology system (that determines what kinds
of technologies are available at a certain time step),
the suppliers system and customers system
(respectively simulating those sides) and the
workforce system (determining the average wages,
the work supply on the market and so on). The
equations in the model are in the form of:
SFi = SSi + (RIi –ROi) * DT (1)
Where SFi at the first member is the i-th Stock
Variable at the end of a DT, while the SSi on the
right is the same variable at the beginning of the DT.
RIi and ROi are respectively the Input Rate and
Output Rate relative to the i-th stock variable.
The variation is then depicted as a difference
among the Input and Output rates during the
considered DT; this is summed to the previous stock
value, to calculate the new one. The algebraic
difference among the two rates is then to be
weighted by the time in which that rates applied.
The units of measurement in the system derive
from the above equation. The time is measured in
months and the stocks are measured in units. The
rates are then units/month and DT is again measured
in months. DT is a very brief time period; for
simplicity, in the model it’s set to 1/100 of a month.
3 COGNITIVE AGENTS
Reactive agents don’t own an internal representation
of the environment and react to the stimuli coming
from it, by retrieving wired behaviours similar to
reflexes without maintaining any internal state.
Cognitive agents’ behaviour, on the contrary, is
goal-directed and reason-based; i.e. is “intentional”.
Basing on the final goal, the agent chooses its
action (or set of actions) according to its beliefs
(knowledge) of the world. At a higher level,
cognitive agents can choose a specific goal from a
set of achievable ones. Cognitive agents’ behaviour
can be seen as a two steps process: 1) goal selection
and 2) action selection to reach the selected goal.
The action selection problem at time t+1, along
with the goal selection, at a macro level, are central
topics, when the agents must learn how the models
works, by experimenting on it and being able to act
as a decision support system for human users.
So, in the following, by action selection we do
not strictly mean the problem of choosing which
action to take at a micro level (agent level), but also
which one, among the possible goals, to select.
In order to decide which actions to perform, the
utility for each of them must be evaluated; specific
Reinforcement Learning (RL) algorithms are used,
which transform quantitative data (the payoff) in
behavioural patterns for the agents. An agent
endowed with some RL algorithm, when in a
particular state of the world (x), performs an action
(a) and gets a payoff (r), calculated by a reward
function based on the consequences of the action
itself. Through a trial & error mechanism the agent
learns what are the actions that maximize this
numerical value and computes an internal table,
linking actions to states. It’s straightforward that in
the presented model the macro-goals are multiple
and typical of enterprise management (e.g.:
maximizing the profit, improving the implants,
expanding the research & development and so on).
Besides, the actions to be performed to achieve
any of these goals are in the form on a vector,
containing the decisions affecting each part of the
enterprise and the relative strategies.
SERIOUS GAMING, MANAGEMENT AND LEARNING - An Agent Based Perspective
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4 ENTERPRISE MANAGEMENT
The model supplies the user (and the agents) with a
set of generated reports, typical of Management and
enterprise analysis. The users, by reading and
analyzing them, can track down the influence of the
single decision – or even better the aggregate effects
coming from two or more decisions – on the
synthetic results, representing the monthly
performance of the whole enterprise.
According to the traditional use of the above
quoted modelling, the design of a whatever
economic system being simulated provides a
discussion of its results “at the end” of simulation,
and the traditional transfer of knowledge suffer from
the paradigm of “coeteris paribus” i.e. teaching is
concerned with the behaviour of just given variables
at a time, while keeping the remaining ones “still”.
On the contrary, in the presented approach, the
learner (or better, the team of learners) “drives” the
whole system by his own decisions during the
decision making process, learns through the
interaction and the process of “role playing” within
the group, and at the end of each month gets a set of
reports, that will constitute the basis for the
decisions to be taken during the following one.
The users, by reading and analyzing them, have
to track down the influence of the single decision –
or even better the aggregate effects coming from two
or more decisions – on the synthetic results,
representing the monthly performance of the whole
enterprise.
While the model has been originally conceived
as a teaching platform, in Universities and schools
for transmitting such concepts as “double-entry
accounting”, and the way in which the decisions
taken in a real enterprise affect the synthetic results,
at the end of each period (month), it can be
employed also as a simulator for managing
purposes. After tuning it basing on a certain
enterprise, it can be used as a what-if analysis tool,
i.e.: a simulator in which certain changes can be
done, in order to see how the system reacts to them,
before doing them in the real world.
The cognitive agents can help both when the
system is used as a teaching platform in schools, and
when it’s used as a real simulator. In fact, in the first
case, the agents can correct the common mistakes of
the students, by learning a correct policy (or, better,
a correct set of action for a given managing strategy)
and aid the students when they need to keep their
decision. For an example, it’s possible to think about
a simulated enterprise, in which the R&D
department is particularly weak, while the income is
high, but the products are getting old and – possibly,
will turn obsolete in few months. Unskilled students,
that of course are not used to manage real enterprise,
will probably get excited by the good and steady
incomes, and will likely not invest in the R&D
department. In few months, the competitors will
have better products on the market and suddenly the
enterprise will drastically diminish the sold
quantities. Unfortunately, it will be too late to start
an R&D campaign, since that’ll likely require
several months (or even year) to develop a new
competitive product from scratch.
A cognitive agent, when turned on, by means of
a dynamic hint could inform the students that their
product is in the maturity phase of its life cycle, and
that soon it’ll face a probable decline. If, that
notwithstanding, the students still do not invest in
R&D, then the agent will suggest this as a possible
strategy to prevent a forthcoming decline for the
product, that will lead to a likely drastic reduction in
the sales and will directly point to R&D as a way to
overcome this in advance, by developing new
products or improving the old ones.
When used a dynamic real-time simulator for
what-if analysis, the agent has a different task; since
we can aspect that users are, in this case,
experienced managers, the agent could help them in
finding the cause-effect relations basing on historical
data. For example, when the system is tuned on a
real enterprise, and empirically validated on its raw
data, it could be used to conduct a scenario analysis.
If we consider, for instance, the introduction of a
new machinery in a manufacturing enterprise, then
the system will keep track of its costs (variable and
fixed) and all the interactions it could have with the
rest of the environment (e.g.: required labour force,
energy, training and so on).
Though, without an intelligent system acting as a
supervisor, many of these relations will result in
black boxes, exactly as it happens in the real world.
An intelligent agent could supply step-by-step
explanations for that, by monitoring all the data
flow, through statistical and data-mining techniques.
Besides acting as a decision support system for
human learners experiencing with the model,
artificial agents can be used to supervise the decision
taken by learners, in order to interpret them in a
cognitive way.
For example, in the previously mentioned
enterprise accounting model, some users could
immediately pursue an high profit, while others
could be concerned first with the expansion of their
enterprise on new markets. Others could choose to
improve industrial plants, while others could want to
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differentiate production and invest on research &
development and marketing. All these decisions are
complex, since they are determined by the
combination of many different variables.
Sometimes the learners won’t even realize that
they are pursuing a strategy instead of another one,
and they often won’t foresee what the selected
strategy could bring.
5 REACTIVE AGENTS
The agents can also constitute some parts of the
model itself (Remondino, 2003); in the considered
enterprise accounting model, some reactive agents
can form the supply chain, or the warehouses, or
even the competitors operating on the same market.
When dealing with reactive agents, the action
selection problem is to be found at a macro
(aggregate) level, i.e.: population level. If reactive
agents are the competitors of human learners in the
simulated world, they could have a fixed rule of
behaviour over time. Some evolutionary algorithms
could be embedded in the agents, so that the best
players on the market could merge, to form some
other artificial players with an even better behaviour.
In this way it’s possible to start with a population of
agents with a random behaviour, facing the standard
decisions in the model, and select – through the
various “generations” – the best ones.
So it’s not the single agent that selects his
behaviour by updating its own policy (that remains
the same, being the agent a reactive one), but the
population that evolves over time, through the
mechanism of reproduction and mutation. This is an
approach often used when the rules of the
environment are given and the main task is to
observe some emerging aggregate behaviour arising
from simple entities, i.e.: reactive agents.
Since these agents does not feature a goal based
– pro-active – behaviour, the way they act tends to
be deeply dependent on the choices made by the
designer. In order to design flexible systems, the
aggregate behaviour (at population level, i.e.: macro
level) can be made self-adaptive through the
implementation of an evolutionary algorithm (EA).
In this case the agents will have a wired random
behaviour at the beginning, and evolve according to
the environment in which they act, through a
selection mechanism.
6 CONCLUSIONS
A cognitive business game has been presented in
this paper, used to form learners in the Universities
and schools. The structure of the model is built on
the theory of System Dynamics. The inner structure
of the model has been briefly described in the paper,
along with the main sub-systems tied to form the
whole. The users of the system must take decisions
at each time step, after which the system calculates
the corresponding results, showing them according
to the principles of double-entry accounting.
Cognitive agent based paradigms are then described
as a development for the system itself. The agent
based framework constitutes a form of virtual
tutorship for the learners. The agents act as a
decision support system for the decisions to be
taken, and can explain some cause/effect relations.
The agents themselves learn how the model work
by practicing it, through some reinforcement
learning techniques, and are then able to assist the
learners in the decision process. A brief description
about how reactive agent can be used as a part of the
model itself is also described.
ACKNOWLEDGEMENTS
We would like to gratefully acknowledge the key
support of prof. Gianpiero Bussolin, Full Professor
(1989-2004) for “Economia e Gestione delle
Imprese”, University of Torino, who originally
designed the Enterprise Simulator and participated
to its implementation. His work has been the starting
point for most ideas described in this paper. We
would also like to thank and acknowledge the
managerial board of Fondazione CRT.
REFERENCES
Bussolin, G., 1979. Simulazione interattiva aziendale.
Costruzione di un modello e risultati della sua
applicazione, Rivista di informatica.
Forrester, Jay W., 1961. Industrial Dynamics. Waltham,
MA: Pegasus Communications. 464 pp.
Remondino, M., 2003. Agent Based Process Simulation
and Metaphors Based Approach for Enterprise and
Social Modeling, ABS 4 Proceedings, SCS Europ.
Publish. House – ISBN 3-936-150-25-7, pp.93-97.
Simon, H. A., 1996. The Sciences of the Artificial, (third
ed.). Cambridge, MA, MIT Press.
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