COLLECTING KNOWLEDGE AND LEARNING LANGUAGES
WITH TOWERS OF KNOWLEDGE GAME
Dilyana Valkova Budakova, Mariyana Ivanova Ilieva
Technical University of Sofia, Branch Plovdiv, Sankt Peterburg Blvd. N: 61, Plovdiv, Bulgaria
Lyudmil Georgiev Dakovski
CLBME BAS, Acad. G. Bonchev Str., bl.105, 1113 Sofia, Bulgaria
Keywords: Playing game, Affective databases, Accumulating and evaluation knowledge.
Abstract: The article treats the problem of deriving and accumulating knowledge and data about people’s everyday
real-world knowledge as a background for the process of learning languages through games. The
development of a game and the introduction of a virtual agent–assistant into the game are supposed to
increase the interest among the users, to stimulate their motivation for language practice, and, at the same
time, to increase the quantity and the quality of accumulated knowledge. The results from a survey,
conducted among users, have been analyzed and generalized in this paper.
1 INTRODUCTION
There are three big common real-world knowledge
bases: Cyc (Douglas B. Lenat 1995), Open Mind
Common Sense (OMCS) (Henry Lieberman, Dustin
A Smith, Alea Teeters, 2007), (Push Singh. 2001)
and Thought Treasure (Mueller, E.T. 1998). Cyc is
the biggest of the three, having more than 3 million
entries about the world, followed by OMCS,
containing nearly half a million of collected
sentences. Thought Treasure comprises about
100 000 concepts and relations. There are smaller
real-world knowledge bases, for example, in
Bulgarian language. The use of data from the
knowledge bases OMCS and Gethi (L.Dakovski, D.
Budakova, 2003) is convenient, as the collected
sentences there (OMCS in English and Geti – in
Bulgarian) are presented in the form of knowledge
and are, to some extent, easy for processing and
analyzing at morphological and syntactic level. The
common real-world knowledge is presented in
OMCS in the form of sentences in English, reduced
to about 20 models of various sentences, expressing
different relations between the concepts. In Gethi
simple sentence models and models at concept level
are supported.
There are web-based games that aim, on the one
hand, to derive knowledge, and, on the other hand,
to provide entertainment to their users. For example
Peek-aboom (Luis von Ahn, Ruoran Liu, and
Manuel Blum.) – a game designed for segmentation
of objects in pictures; Verbosity (Luis von Ahn,
Mihir Kedia, and Manuel Blum) – a game for
collecting commonsense real-world knowledge; and
Gathi (L.Dakovski, D. Budakova, O. Obretenov, V.
Georgiev) – Gathering Information – game for
Gathering Descriptions, Analogues and Associations
via Internet aimed at forming Rational Behavior.
The article treats the problem of deriving and
collecting knowledge and data about people’s
everyday real-world knowledge (objects, events,
analogies and associations) as a background for the
process of learning foreign languages through
games.
The aim, on the one hand, is to create a system,
attracting the users both because of being useful for
their development and because of being fun. On the
other hand, what is aimed as well is the capability of
the system to collect knowledge inconspicuously
(without the explicit awareness of the users). Thus
collecting data is not the users’ purpose but a result
(side effect) from their language learning activities
realized through the system.
In order to achieve this goal the models,
supported by the system are built simultaneously in
a number of working natural languages. It is
474
Valkova Budakova D., Ivanova Ilieva M. and Georgiev Dakovski L. (2010).
COLLECTING KNOWLEDGE AND LEARNING LANGUAGES WITH TOWERS OF KNOWLEDGE GAME.
In Proceedings of the 2nd International Conference on Agents and Artificial Intelligence - Artificial Intelligence, pages 474-478
DOI: 10.5220/0002700304740478
Copyright
c
SciTePress
assumed that such a system would be of interest to
users, learning one of the working languages and
being familiar or speaking either one or two of the
other languages. While playing, the users of the
system learn and develop their linguistic skills, and
the system collects knowledge and data in the
background.
The introduction of a game together with the
participation of an IVA in the role of an emotional
assistant is expected to increase the users’ interest
towards the programming system, to facilitate the
process of language learning, to keep their attention
live for a longer time and to lead to accumulating a
bigger quantity and a better quality of knowledge. In
order to check these expectations, three versions of
the programming system are offered.
The first version suggests forms, containing a
question aimed at collecting a particular type of
knowledge and they need an answer.
The second option includes a game, which
stimulate either giving answers to questions or
executing the tasks from the first version.
The third option is the same game combined with
emotional assistance by the Microsoft intelligent
virtual agent Peedy.
The results from a survey, conducted among
users of the system, have been analyzed and
generalized further in this paper.
2 STRUCTURE OF THE SYSTEM
The Figure 1 contains 16 basic forms. More of them
allows collecting specific knowledge, e.g., collecting
associations with two notions, two activities or a
combination of a notion and an activity; collecting
descriptions of notions etc. Some of the forms allow
building a hierarchy of knowledge. For example, the
forms, related to forming questions and answering
questions of the type “What do you need to ….”
allow building a hierarchy of goals by means of
transforming each answer into a new goal and then
asking the same question for the new goal. The
forms, related to comparing notions and activities
are also addressed to building a hierarchy,
depending on the comparative criteria, chosen by the
user, such as “better”, “bigger”, “more useful”
“more difficult” etc. The forms, related to describing
notions allow building hierarchies of the type
“something is” and “something consists of”, i.e,
hierarchies of categories and sub-categories.
Other forms allow collecting assessments of both
notions and activities. Some of the assessments are
emotional, need-related or rational. Others represent
Figure 1: Structure of the programming system.
the valence of a notion (positive, negative or
neutral), its level of functioning (e.g. a rude or
insulting notion, a jargon, a frequently/rarely used
spoken notion, a poetic one, or a term), and the
particular view-point for giving the assessment (the
observer’s, the doer’s or the affected person’s view-
point).
The form, offering a choice for colour matching
allows the user to form a particular, “his/her own”
colour match to each notion by simply dragging the
mouse to a colour field, thus receiving automatically
the corresponding RGB code. The users are also
offered a list of colour samples and the names and
Dictionary
Association
with nouns
Forming
word
expressions
Comparing
notions
Describing
notions
Color
matching of
wo
r
ds
Emotionality, Need
Rationality,
assessment of words
Association
with verbs
Association
with nouns
and verbs
Answering
by listing
Level and valence
assessment of words
Assessment of
sentences in
t
e
xt
s
Comparing
activities
Forming
questions
M
A
I
N
P
A
G
E
Game for
collecting
goals
without MS
Agent Peedy
Game for collecting
goals and emotional
assistance by MS
Agent Peedy.
COLLECTING KNOWLEDGE AND LEARNING LANGUAGES WITH TOWERS OF KNOWLEDGE GAME
475
RGB codes of the most commonly used standardized
colours on the web to choose the most appropriate in
their opinion for the notion to be evaluated.
The form for vocabulary learning is the only one,
not intended to allow collecting knowledge. The
user here is shown a word given in two of the
working languages by random and is supposed to
enter the word in the third language. After a correct
answer he/she is shown a funny picture as a reward,
and he scores points in addition; after a wrong
answer, respectively, he/she can see the correct word
displayed together with an appropriate caricature
and no points are scored. The words are
accompanied by suitable pictures and sound files,
illustrating the right pronunciation in each of the
working languages.
The last two forms contain two versions of a
game aimed at collecting hierarchies of goals related
to the real world. These options will be considered
in details in the further sections of this paper. The
users’ opinion will be studied according to different
criteria.
Almost all of the forms offer the Microsoft
Agent Peedy, capable of pronouncing every text or
word in English. The Microsoft® Agent is a set of
programmable software services that supports the
presentation of interactive animated characters
within the Microsoft Windows® interface.
For the realization of the program system the
environment Visual Studio .NET 2005 is used, as
well as the programming languages C# and
JavaScript, and the Microsoft Agent character
Peedy. The data bases are accomplished in MS
Access. We have been developing our system by
adding new options and possibilities and you can
find it on: www.expertimental.net.
3 THE GAME
In order to collect a big quantity of correct
knowledge and to become popular, a programming
system should be useful for the users, i.e. it should
be funny, interactive, it should contain a competitive
element, not be very complicated, not detract the
user from the main goal, be pleasant, encourage the
user to enter newer and newer knowledge in the
three languages, and stimulate the correct knowledge
introduction.
For achieving these goals a game is realized,
which could be used for collecting hierarchies of
knowledge, e.g. - in the form, collecting hierarchies
of goals by answering the question “What do you
need to….”, or in the form, collecting knowledge
according to different criteria for comparing by
filling in the notions to be compared. For example:
A is bigger than B; B is bigger than C; C is bigger
than D, etc.
The idea is to have at least two players or two
teams with one or more players, i.e., two participants
in the game. Questions or criteria for comparison are
randomly given to them. The participants from the
two teams take turns and the system monitors the
process of taking turns. When the users from the
first team give their answer, the second team has to
approve it and vice versa. There are two special
buttons - for each of the teams - for the approval of
the answers. Only after being approved, an answer is
saved in the database and the user receives reward
points. The points are visualized in the form of three
balloons appearing on the screen and moving at
random speed in various directions. The users can
only claim their points after they pop the balloons by
clicking the mouse on each of them. The balloons
disappear and the updated number of points for the
corresponding team is visualized. This is a short
dynamic element within the game, requiring
quickness and aiming at psychological relaxation of
the user.
The second team is in turn after that. The team
turns are predefined by the program through
enabling or disabling the approval buttons for each
team. If the game continues this way only, then the
teams would gather the same amount of points.
However, while a team is in turn, it can decide to
“build a tower”. When “a tower” is announced, each
of the approved answers becomes the next question
for the team, giving it. In “a tower” mode the teams
do not take turns and the reward points are five, not
three as they are in the case with no tower
announced (ticked). The aim is to build the highest
possible towers of goals. When a team is not able to
continue building the tower, the tick is removed
from the tower check-box and the other team is in
turn.
The reward points are used to open a picture,
which is cut into 64 pieces and originally hidden.
Each of the teams opens its own picture. Five points
are needed to open just one of the 64 pieces of the
hidden image. Thus for opening the whole picture
320 points are required.
Both teams can use their points to open parts
from their hidden picture at each moment of the
game. Depending on the team in turn, points from its
score will be taken off and pieces from its picture
will be opened. Thus each team can click on the
pieces, already opened by the other team,
respectively. As a result, the game can continue for a
ICAART 2010 - 2nd International Conference on Agents and Artificial Intelligence
476
very long time and the teams can compete with each
other all the time until one of the pictures is
revealed. The winner is the team, which completely
opens its picture first. The shortest game is when a
team collects the 320 points needed to open their
picture entirely.
A further addition to the game will be to make a
piece already opened by one of the players worth
more points for the other player to open.
The advantage of the game is that it is easy and
encourages introducing knowledge due to receiving
reward points by answering questions and approving
answers. A way of validating knowledge is thus
suggested by the requirement for receiving approval
from the enemy team. As the two teams compete
with each other, they would not allow introducing
nonsense. The game evokes curiosity from the users
to see what the hidden image is. There is a
competitive element – which team will open their
picture first. There is a bit of dynamics and
relaxation while receiving points when a player has
to click on the balloons, flying randomly
(chaotically) on the screen.
4 THE EXPERIMENT
The aim is to check if the users like the
programming system and to find out which option is
considered to be the most appropriate. 25 users were
asked to test the system. They were offered three
versions of the developed program for collecting
goals by answering the question “What do you need
to…”. The users were supposed to evaluate the
versions by the following criteria: entertainment,
interactivity, intelligence, and adoption, as shown in
Figure 2.
The three versions of the programming system
will be further denoted shortly as it follows:
1. questions-answers; - a version in which the
users directly answer questions, written in a database
beforehand.
2. game without MS Peedy; - this is the game,
described above, without the MS parrot Peedy.
3. game with MS Peedy; - the same game but
this time Peedy participates actively by prompting
the next move, giving advice on the way to become
a winner, calculating the number of points up to a
moment, showing curiosity about the hidden picture,
announcing the reward points, being happy with
each of the caught balloons, compassioning the
players in case of a difficult question etc.
Figure 2: Experimental results.
The three versions of the programming system
were to be evaluated according to each of the criteria
by the numbers from 1 to 10.
Figure 2 illustrates the results from the
conducted experiment. The results show that the
most interesting and preferred option is the program
with the intelligent virtual agent (IVA) Peedy.
It was surprising that the biggest part of the
users, who tested the program, gave equal number of
points to the three options of the program according
to the criterion of intelligence, i.e., they consider that
the introduction of the IVA does not contribute to
the intelligence of the system. It was unexpected,
that there are users, who do not like the IVA at all;
they say that the virtual agents are irritating and
prefer turning them off. Another unexpected result
is that the first option of the program – the one with
direct questions and answers received a higher
appraisal than expected and many users shared that
if they wanted to study a language, they had better
concentrate on their language practice only and
avoid any other elements.
5 CONCLUSIONS
The article illustrates some initial results of the
carried-out survey among users, who worked with a
knowledge accumulating system as a background
process to learning foreign languages. The
COLLECTING KNOWLEDGE AND LEARNING LANGUAGES WITH TOWERS OF KNOWLEDGE GAME
477
introduction of a game and the presence of an
intelligent virtual agent (IVA) within the game
acting as an emotional assistant increase to a certain
extent the users’ interest in the system and keep
them involved for a longer period of time.
Evaluation has been given of three versions of
the program system
.
The first version suggests forms, containing a
question aimed at collecting a particular type of
knowledge and they need an answer.
The second option includes a game, which
stimulate giving answers to questions from the first
version.
The third option is the same game combined with
emotional assistance by the Microsoft intelligent
virtual agent Peedy.
The experiment shows that there are different
types of users, with different preferences,
understanding and priorities. They are classified here
conditionally and absolutely subjectively as
ambitious, emotional, and demanding-conventional.
The ambitious users are the ones who just want
to study without distractions and without playing
games. Sometimes, just for a break, they are inclined
to pass into the category of the emotional users and
play for a while, but definitely with the Peedy
version of the game.
The emotional users are those, who prefer to
play and learn with the help and in the company of
the MS Agent Peedy. These are the more
communicative and happy users.
The third category of users is the group of the
demanding traditionalists. On the one hand they are
accustomed to the standard text interfaces and prefer
them. On the other hand, the ease of communication
with the new user interfaces somewhat frightens
them. Therefore they tend to move to the category of
the so-called here ambitious users.
It was therefore decided to support the three
versions of the system – direct question-answers;
game without an IVA and game with an IVA.
It is expected that with accumulating more
knowledge about the world we know and with
building a more complicated behavioral system for
an IVA, the users will appreciate their intelligence.
ACKNOWLEDGEMENTS
This work has been supported by the Technical
University Sofia, Project 092ni067-17 “Program
system for multi-language teaching of people and
intelligent virtual agents”, 2009
.
REFERENCES
Hugo Liu, Ted Seler, and Henry Lieberman, 2003
Visualizing the Affective Structure of a Text
Document MIT Media Laboratory, Copyright is held
by the author/owner(s). CHI 2003, April 5–10, 2003,
Ft. Lauderdale, Florida, USA. ACM 1-58113-630-
7/03/0004.
Henry Lieberman, Dustin A Smith, Alea Teeters, 2007
Common Consensus: a web-based game for collecting
commonsense goals MIT Media Lab 20 Ames St. E15-
X Cambridge, MA 02139, USA +1-617-253-031, IUI
2007.
Luis von Ahn and Laura Dabbish. Labelling images with a
computer game. 2004 In CHI ’04: Proceedings of the
SIGCHI conference on Human factors in computing
systems, pages 319–326, New York, NY, USA,
2004.ACM Press.
Luis von Ahn, Mihir Kedia, and Manuel Blum. 2006
Verbosity: a game for collecting common-sense facts.
In Proceedings of ACM CHI 2006 Conference on
Human Factors in Computing Systems, volume 1 of
Games,pages 75–78, 2006.
Luis von Ahn, Ruoran Liu, and Manuel Blum., 2006
Peekaboom: a game for locating objects in images. In
Proceedings of ACM CHI 2006 Conference on Human
Factors in Computing Systems, volume 1 of Games,
pages 55–64, 2006.
Timothy Chklovski and Yolanda Gil. 2005 Improving the
design of intelligent acquisition interfaces for
collecting world knowledge from web contributors. In
K-CAP’05: Proceedings of the 3rd international
conference on Knowledge capture, pages 35–42, New
York, NY, The USA, 2005. ACM Press.
Douglas B. Lenat., 1995. CYC: A large-scale investment
in knowledge infrastructure. Communications of the
ACM, 38(11):33–38, 1995.
Push Singh. The public acquisition of commonsense
knowledge, 2001.
Mueller, E.T., 1998. ThoughtTreasure: A natural lan-
guage/commonsense platform (Online).
http://www.signiform.com/tt/htm/overview.htm. 1998.
L.Dakovski, D. Budakova, O. Obretenov, V. Georgiev. M.
Kolarov, 2003. Information system for Gathering
Descriptions, Analogues and Associations via Internet
with a view of forming Rational Behavior,
International seminar and a scientific session
“Automation, Electronics and Informatics” FEA
Proceedings, volume II, 20 June, 2003, TU – Branch
Plovdiv, pp. 50-57, Bulgaria.
ICAART 2010 - 2nd International Conference on Agents and Artificial Intelligence
478