(Adams and Rollings, 2006). They are well accepted
by real players in the way people interact with chat
bots as a regular part of a chat room. Question-
answering was proposed first in role-playing games
but appears to be very important for any game having
NPCs. The APOGEE approach plans to apply
question answering, where possible answers to a
question in a given domain are ranked and
incorporated in large-scale goodness polarity
lexicons by means of a semi-supervised way. Smart
NPCs should provide adequate answers to the
player´s questions, especially to those belonging to
the game learning domain.
As future works, we plan to conduct practical
experiments with the APOGEE platform. The
experiments will include validation of the usability of
the platform by non-IT specialists (meeting their
game design requirements) as well as an assessment
of the adaptability and usefulness of virtual agents.
Hereby, that will make easier for teachers to apply
game based learning at schools and Universities. The
APOGEE platform provides an open solution that
allows zero development cost, easy maintaining of
educational and gaming content, and applying of
specific pedagogical strategy in a video maze game.
Moreover, with the APOGEE the game creators will
be able to apply a dynamic, player-centric adaptation
of both difficulty of learning tasks and the multimedia
game assets that is a key factor for an effective
learning process. This will facilitate the designers to
develop the platform and the creators to make more
adaptive, effective, and efficient educational games,
for various learning domains. The players will have
their own statistical metrics of success and failures, as
well as an opportunity for competitions between
players for achieving best results.
ACKNOWLEDGEMENTS
The research leading to these results has received
funding from the APOGEE project, funded by the
Bulgarian National Science Fund, Grant Agreement
No. DN12/7/2017.
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