This paper originally appeared as Slator, Brian M. (1999). Intelligent Tutors in Virtual Worlds. Proceedings of the 8th International Conference on Intelligent Systems (ICIS-99). Denver, CO. June 24-26, pp. 124-127.

Intelligent Tutors in Virtual Worlds

Brian M. Slator

Computer Science Department

North Dakota State University

Fargo, ND 58105

email: slator@badlands.nodak.edu

Abstract

Several different approaches to intelligent tutoring
agents are described in the context of implemented
virtual worlds for education.

Key Words: 1) Autonomous Agents, 2) Multimedia and Human Computer Interaction

Introduction

Research in active learning environments includes implementing "live" simulations for exploration and discovery that engage learners while treating them to a plausible synthetic experience. The NDSU World Wide Web Instructional Committee (WWWIC) is currently engaged in several virtual/visual development projects: three NSF-supported, the Geology Explorer (Saini-Eidukat, Schwert, and Slator, 1998), the Virtual Cell (White, McClean and Slator, 1999) the Visual Computer Program (Juell 1999), and the ProgrammingLand MOO (Hill and Slator, 1998), the Blackwood Project, Virtual Polynesia, as well as others. These have shared and individual goals. Shared goals include the mission to teach Science structure and process: the Scientific Method, scientific problem solving, deduction, hypothesis formation and testing, and experimental design. The individual goals are to teach the content of individual scientific disciplines: Geoscience, Cell Biology, Computer Science.

The WWWIC projects are designed to capitalize on the affordances provided by virtual environments. For example, to

• control virtual time and collapse virtual distance,

• create shared spaces that are physical or practical impossibilities,

• support shared experiences for participants in different physical locations,

• implement shared agents and artifacts according to specific pedagogical goals,

• support multi-user collaborations and competitive play.

Specifically, the WWWIC projects each design with the following over-arching principles.

Role-based: Simulated environments enable learners to assume roles in particular contexts and have meaningful, authentic experiences. Rather than simply teaching goal-based behavior and tactical task-oriented skills and methods, the role-based approach communicates a general, strategic, manner of practice (McLuhan, 1964).

Goal-oriented: Goals are important, but within the context of roles. It is through goals that obstacles leading to problem solving are encountered.

Learn by Doing: When these experiences are structured and arranged such that playing a role in the environment illustrates the important concepts and procedures of the simulated domain, students are able to "learn by doing" (Dewey, 1900).

Spatially oriented: WWWIC simulations are spatially-oriented to leverage off the natural human propensity to towards physically plausible context.

Immersive: The combination of role-based scenarios and spatially oriented simulations create an immersive atmosphere where it is strategic thinking that the apprentice eventually learns to model

Exploratory: Exploratory simulation means enabling students to pursue their own interests and where learners are self-directed and given the freedom to structure, construct, and internalize their own experience (Duffy and Jonassen, 1992).

Game-like: The value of play in learning can hardly be over- stressed. Insofar as possible, educational software should be engaging, entertaining, attractive, interactive, and flexible: in short, game-like (Slator and Chaput, 1986).

Highly Interactive: One major challenge for science educators is to develop educational tools and methods that deliver the principles but also teach important content material in a meaningful way. At the same time, the need for computer- based education and distance learning systems has become increasingly obvious, while the value of "active" versus "passive" learning has become increasingly clear (Reid, 1994).

Multi-user/player: One challenge is to craft role-based, goal- oriented environments that promote collaboration as well as the more easily conceived competition.

Agents in Virtual Worlds

The overall goal is focused on developing and employing intelligent agents within multi-user distributed simulations to help provide effective learning experiences. From the perspective of intelligent tutoring systems, the agents of interest must fundamentally support models of the knowledge of a domain expert and an instructor. However, it is desirable that the agents have a number of additional capabilities as well, including awareness and understanding of other agents in the simulation. Some of the desirable intelligent agent capabilities are as follows:

1. Intelligent interaction among agents, including both collaboration and competition to achieve goals. This requires tracking (monitoring) the actions of other agents, assessing their goals and reactive behaviors, and inferring their states and plans over time. In general, the plans need not be rigidly prescribed, but can rather dynamically respond to changes over time.

2. Mechanisms for analyzing successful decisions, in order to recognize relevant features, and to support the explaining of their reasoning to learners. This may involve such things as episodic memory for recalling previous decisions and the circumstances under which they were made as well as a structured decision analysis capability for determining which features are relevant.

3. The ability to monitor, recognize and anticipate when the student reaches an impasse situation, in which progress toward successful completion of task is stymied.

4. Explanation facilities, including answering questions about why tasks should be performed in a certain way, and the ability to "walk through" or demonstrate how to perform tasks.

All systems of multiple software agents, including those created for pedagogical purposes, must be provided with the ability to communicate with their peers through the exchanging of messages, usually expressed in an Agent Communication Language (ACL). Typically an ACL will provide for the communication of such things as constraints, negations, rules, and quantified expressions. There are a variety of approaches to providing an ACL, and there are also dependencies on communication and interoperation standards such as CORBA and OLE (Mayfield, et al., 1995). There are key issues involving the semantics of specifying such things as preconditions, postconditions, and satisfiabilty; network transport mechanisms, security and authentication (Genesereth and Ketchpel, 1996).

There are several alternative means of designing and developing an agent architecture, and they differ in their appropriateness for pedagogical applications. One type of approach employs direct interagent communication mechanisms, and all agents handle their own coordination activities. For example, in the contract-net approach (Davis and Smith, 1983), agents distribute requests for proposals to other agents, who respond with bids to the originators, who may award contracts for services. Specification-sharing approaches involve agents advertising their capabilities and needs, which are then employed by other agents. A competing approach organizes the agents into federated systems, generalizing the concept of a mediator (Wiederhold, 1989). A federated system uses facilitators to perform intermediate brokering functions and transfer of messages, eliminating direct agent-to-agent communication.

Intelligent Software Tutoring Agents

We implement three different approaches to intelligent tutoring, based on the knowledge available to the tutoring agent.

• Deductive Tutoring

• Case-based Tutoring

• Rule-based Tutoring

Deductive Tutoring

Deductive Tutors provide assistance to players in the course of their deductive reasoning within the scientific problem solving required to accomplish their goals.

Example: intelligent tutoring agents in the NDSU Geology Explorer, an educational game for teaching the Geosciences. Planet Oit is a synthetic (or virtual) environment where students explore a planet as a Geologist would. While on the planet, students are assigned goals related to rock and mineral identification.

The tutors work from knowledge of the rocks and minerals, knowledge of the "experiments" needed to confirm or deny the identity of a rock or mineral, and the student's history. Three opportunities for deductive tutoring are:

• an equipment tutor that detects when a student has failed to "buy" equipment necessary to achieving their goals

• an exploration tutor that detects when a student has overlooked a goal in their travels

• a science tutor that detects when a student makes an incorrect identification report and why (i.e. what evidence they are lacking); or when a student makes a correct report with insufficient evidence (i.e. a lucky guess)

The Equipment Tutor

The equipment tutor is called by the purchase verb (described in http://oit.cs.ndsu.nodak.edu /oit /usercard.html). The tutor checks whether the instrument purchased can be used to satisfy any of the player's goals. If not, the tutor may decide to remediate on that topic (i.e. buying instruments that serve no obvious purpose). The equipment tutor is also called by the exit(s) from the Equipment Locker. The tutor checks whether the student has ALL the instruments needed to satisfy their goals; i.e. if their goal is to locate Calcite, which requires an acid reactivity experiment, and they have not acquired an Acid Bottle. If not, the tutor may decide to remediate on that topic (i.e. the need to buy instruments that serve to satisfy goals)

The Exploration Tutor

The exploration tutor is called by the exit(s) from each of the locations (rooms) on the Planet. The tutor checks whether the student is leaving a room that might satisfy a goal; i.e. if their goal is to locate Kimberlite, and there is Kimberlite in the room they are leaving, the tutor may decide to remediate on that topic. This remediation could be done on a room-by-room basis (easiest), or it could be done on a region-by-region basis (harder); or on a hot-cold basis (i.e. if the player is moving farther away from some distant goal). The current implementation is the simplest one, on a room-by-room basis.

The Science Tutor

The science tutor is called by the report verb (described in http://oit.cs.ndsu.nodak.edu/oit/ usercard.html). For example, suppose the student is given the goal of locating and identifying graphite used in the production of steel and other materials. To confirm that a mineral deposit is indeed graphite the student must test the deposit with the "streak plate" and observe a black streak, and scratch the deposit with the "glass plate" to determine its hardness is less than 2.0 on the standard (Mohs) scale, and report that the sample as graphite

The tutor checks the player's .geology_history property and determines which of the following cases pertain:

• (wrong tests) the player has "guessed" incorrectly and the player's .geology_history property indicates they have not conducted the necessary tests to identify the rock/mineral in question

• (wrong answer) the player has "guessed" incorrectly and the player's .geology_history property indicates they have conducted the necessary tests to identify the rock/mineral in question

• (lucky guess) the player has "guessed" correctly but the player's .geology_history property indicates they have not conducted the necessary tests to identify the rock/mineral in question

• (good work) the player has "guessed" correctly and the player's .geology_history property indicates they have conducted the necessary tests to identify the rock/mineral in question

The system encodes the necessary and sufficient experiments for each rock and mineral, as well as their expected results. The tutors check these facts against the student's .geology_history property whenever the student "guesses" a deposit's identity. Tutors remediate, as appropriate, according to the four cases listed above.

Case-based Tutoring

Case-based Tutors provide assistance to players by presenting them with examples of relevant experience. This is accomplished by

• creating a library of prototypical cases of success and failure,

• treating the student's experience as though it were a case

• matching the student's case with the library and retrieving the most similar, relevant case for remediation

Example: intelligent tutoring in ORCA, the ORganizational Change Advisor (Slator and Bareiss, 1992; Bareiss and Slator, 1993; Hinrichs, Bareiss and Slator, 1993), which is designed to teach consultants how to identify problems that may face a business, and to expose them to potential solutions to those problems. ORCA presents business war stories about organizational change in response to economic and technological pressures. As the user works with a client, the client becomes a new story in the system, thus extending ORCA to serve as a corporate memory.

These agents act as sub-topic experts who have access to problem solving experiences, context sensitive help and advice, conceptual and procedural tutorials, and stories of success and failure within their particular sub-topic. The agents monitor player's progress and "visit" a player when they need their particular help. The agents will coach the players by sharing their expertise in the form of prototypical case studies, problem-solving dialogs, and pre-packaged tutorials.

Tutoring agent behavior is adaptive in two senses. Each agent is the "owner" of a small set of sub-topics and related cases. As a learner operates in the synthetic environment they are building their own case, and the relevant agent is alerted for remediation whenever a learner case becomes similar and relevant to a case under the agent's control. As learner behavior changes, so does their profile and the nature of the cases they match against. In this way, agents will "gain and lose interest" in a player according to the changes in the learner's profile.

Learner state will be preserved throughout the course of their involvement of the synthetic environment. As learners leave the game, either as successful or unsuccessful players, their state and experience is saved as a new case. These saved cases, according to their profile, will become part of the inventory assigned to one or more of the tutorial agents. As later players enter the synthetic environment, the tutorial agents will have these additional cases of success and failure to present as part of their remediation package.

In other words, case-based tutoring agents begin the game armed with prototypical case studies, but they will accumulate additional student case studies as players enter and leave the game over time.

Rule Based Tutoring

Rule Based Tutors provide assistance by

• encoding a set of rules about the domain

• monitoring student action looking for one of these rules to be "broken"

• "visiting" the student to present an expert dialog, or a case-based tutorial, or a passive presentation (in, say, video).

Example: the NDSU Dollar Bay Retailing Game, simulating of a micro-economic environment. For example, a player may decide to try and maximize profits by pricing their products at ten times the wholesale price. This is a naive strategy that says, "I might not sell very many, but each sale will be very profitable".

This breaks the simple rule: don't set prices unreasonably high. The intelligent tutoring agent recognizes this as a losing strategy and knows the player is unlikely to sell anything at all. When the agent detects a strategic mistake it sends a message to the player saying, "You may be setting your prices too high". Then, the player can then decide to ignore the message or pursue it.

This unintrusive method of tutoring is implemented to be consistent with the educational game principles of leaving the player in control and letting them make their own mistakes. If the player chooses to pursue the warning, the agent who presents cases and explains the ideas of profit margin and Manufacturers Suggested Retail Price (MSRP) engages them. The special tutorial lessons include further case retrievals, conversational browsing with the agent, and possibly a canned tutorial on price setting.

The drawback is that rules of this sort are relatively rare (and relatively obvious) in a complex domain. Therefore the rule-based method does not afford as many opportunities as other approaches. Finally, breaking the rules is not always the wrong thing to do (as many experts will tell you), which can create problems in all but the most elementary teaching systems.

Tutoring Strategies

A common problem with simulations is that, like the real world, players can foul things up and not know why. Unlike the real world, though, all the information for the simulation is readily available, and can be used to generate explanations or warnings. Tutoring agents are based on the design and information in the model, and are triggered by user actions. When an agent is activated, the player sees a warning; they can ask for more information (possibly bringing them a "visit" from an intelligent tutoring agent), or they can ignore it and carry on at their own risk.

The idea is that intelligent tutoring agents are looking over your shoulder as you play. They should be there when you need them, but when you know what you're doing (or when you think you know), you can ignore the agent. Again, there should be no penalty for ignoring the agent's warnings, other than the inevitable failure to succeed, a penalty imposed by the simulation as a consequence of the player's failure to learn their role in the environment. In all cases it is up to the player to decide how the warnings and advice apply to them.

Our approach takes the form of tutoring scripts that shape the interaction in general terms. We are working on tutoring scripts that array different combinations of questions, examples, cases, remedial exercises, and canned presentations to engage different students at different times, depending on student behavior.

References

Bareiss, R. and B.M. Slator (1993). From Protos to ORCA: Reflections on a unified approach to knowledge representation, categorization, and learning. In Categorization and Category Learning by Humans and Machines. (The Psychology of Learning and Motivation, Vol. 29, edited by Nakamura, Taraban, and Medin). San Deigo: Academic Press

Davis, R., and R. Smith (1983). Negotiation as a Metaphor for Distributed Problem Solving, Computer 26, 28-37

Dewey, J. (1900). The School and Society. Chicago, IL: The University of Chicago Press.

Duffy, T.M. and Jonassen, D.H. (1992). Constructivism: new implications for instructional technology. In Duffy and Jonassen (eds.), Constructivism and the Technology of Instruction. Hillsdale: Lawrence Erlbaum.

Genesereth, M., and S. Ketchpel (1996). Software Agents, Stanford University, Computer Science Technical Report.

Hill, Curt and B. M. Slator (1998) Virtual Lecture, Virtual Laboratory, or Virtual Lesson. In the Proc. of the Small College Computing Symposium (SCCS98). Fargo-Moorhead, April. pp. 159-173.

Hinrichs, Thomas R., E. Ray Bareiss and B. M. Slator (1993). Representation Issues in Multimedia Case Retrieval. Proc. of the AAAI-93 Workshop on Case-Based Reasoning . Edited by David B. Leake. AAAI Press Report Series.

Juell, P. (1999). Educational Opportunities using VRML in the AI Classroom. Proc. of the Intl. Conf. on Mathematics/Science Education and Technology (M/SET-99). Association for the Advancement of Computing in Education, San Antonio, March 1-4.

Mayfield, J., Y. Labrou, and T. Finin (1995) Desiderata for Agent Communication Languages, University of Maryland Baltimore County, Department of Computer Science technical report.

McLuhan, M. (1964). Understanding Media. New York: McGraw-Hill Book Co.

Reid , T Alex (1994) Perspectives on computers in education: the promise, the pain, the prospect. Active Learning. 1(1), Dec. CTI Support Service. Oxford, UK

Sainieidukat, B., D. Schwert and B. M. Slator (1998). Text-Based Implementation of the Geology Explorer, a Multi-User Role-Playing Virtual World to Enhance Learning of Geological Problem-Solving. GSA Abstracts with Programs, Vol. 30, No. 7, October, 29. Toronto.

Schwert, D. P., B. M. Slator, and B. Saini-Eidukat (1999). A Virtual World for Earth Science Education in Secondary and Post-secondary Environments: the Geology Explorer.Proc. of the Intl. Conf. on Mathematics/Science Education and Technology (M/SET-99), San Antonio, March 1-4.

Slator, B. .M., Bareiss, R. (1992). Incremental Reminding: the Case-based Elaboration and Interpretation of Complex Problem Situations. Proc. of the 14th Annual Conf. of the Cognitive Science Society, pp. 1122-1127.

Slator, B. M. and Harold "Cliff" Chaput (1996). Learning by Learning Roles: a virtual role-playing environment for tutoring. Proc. of the Third Intl. Conf. on Intelligent Tutoring Systems (ITS'96). Montreal: Springer-Verlag, June 12-14, pp. 668-676.

Wiederhold, G. (1989). The Architecture of Future Information Systems, Stanford University, Department of Computer Science.

White, A., P. McClean, and B. M. Slator. 1999. The Virtual Cell: An Interactive, Virtual Environment for Cell Biology. World Conf. on Ed Media and Hypermedia (ED-MEDIA 99), June 19-24, Seattle, WA.

WWWIC is supported by NSF-DUE-9752548 and EAR-9809761