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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning Games for Configuration and Diagnosis Tasks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexander Felfernig</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Ziller</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Jeran</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefan Reiterer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Graz University of Technology, Institute for Software Technol-</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Thorsten Ruprechter</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <fpage>10</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>A goal of many Artificial Intelligence (AI) courses is to teach properties of synthesis and analysis tasks such as configuration and diagnosis. Configuration is a special case of design activity where the major goal is to identify configurations that satisfy the user requirements and are consistent with the configuration knowledge base. If the requirements are inconsistent with the knowledge base, changes (repairs) for the current requirements have to be identified. In this paper we present games that can, for example, be used within the scope of Artificial Intelligence courses to easier understand configuration and diagnosis concepts. We first present the CONFIGURATIONGAME and then continue with two further games (COLORSHOOTER and EATIT) that support the learning of modelbased diagnosis concepts.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Theoretical problems of combinatorial games have long been studied
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. For example, Bodlaender [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] analyzes the properties of coloring
games were players have to color vertices of a graphs in such a way
that never two adjacent vertices have the same color. The player who
was last able to color a vertex in a consistent fashion wins the game.
B o¨rner et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] analyze complexity properties of different variants
of two-person constraint satisfaction [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] games were, for example,
two players alternately make moves and the first player tries to find
a solution whereas the second player tries to make the constraint
satisfaction problem (CSP) inconsistent. Different complexity classes
of such games are analyzed which primarily depend on the allowed
quantifiers – quantified constraint satisfaction problems (QCSPs) are
constraint satisfaction problems were some of the variables are
universally quantified [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        Bayer et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] present an application that models Minesweeper
puzzles as a CSP [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]; the game supports players in finding a solution
and is primarily used as means to support students in understanding
the mechanisms of constraint-based reasoning. In a similar fashion,
Simonis [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] shows how to solve Sudoku puzzles on the basis of
constraint technologies. In addition to problem solving approaches,
the authors also focus on mechanisms for puzzle generation and
propose measures for evaluating puzzle complexity. Finally, we want to
mention the application of constraint technologies in the context of
the generation of crossword puzzles. In crossword puzzle generation
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], a crossword puzzle grid has to be filled with words from a
dictionary in such a way that none of the words in the dictionary is included
more than once in the grid.
      </p>
      <p>
        In the line of previous work, we present the CONFIGURATION
GAME which is based on conventional CSP representations [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and
was implemented with the goal to support the learning of basic
concepts of knowledge-based configuration [
        <xref ref-type="bibr" rid="ref15 ref6">6, 15</xref>
        ]. Furthermore, we
introduce two games which focus on analysis in terms of model-based
diagnosis [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. COLORSHOOTER and EATIT are based on the ideas
of model-based diagnosis and were developed to support students in
the understanding of the principles of hitting set determination [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
To the best of our knowledge these are new types of games based
on conflict detection [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and model-based diagnosis [
        <xref ref-type="bibr" rid="ref13 ref7">7, 13</xref>
        ]. All the
presented games are serious games [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] with the purpose of teaching
AI knowledge and also domain knowledge (EATIT).
      </p>
      <p>The remainder of this paper is organized as follows. In Section 2
we introduce definitions of a configuration and a corresponding
diagnosis task. The subsequently presented games are discussed on the
basis of these definitions. In Section 3 we introduce the
CONFIGURATIONGAME Android app and present the results of a
corresponding user study. In Section 4 we introduce the COLORSHOOTER
diagnosis game and also present results of a user study. In Section 5 we
introduce a new diagnosis game embedded in the domain of healthy
eating. In Section 6 we discuss issues for future work. With Section
7 we conclude the paper.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Configuration and Diagnosis Task</title>
      <p>
        Knowledge-based Configuration is one of the most successful
technologies of Artificial Intelligence [
        <xref ref-type="bibr" rid="ref15 ref6">6, 15</xref>
        ]. Configurators determine
configurations for a given set of user requirements, for example, on
the basis of constraint technologies. In terms of a CSP, a
configuration task and a corresponding solution can be defined as follows.
      </p>
      <p>Definition 1 (Configuration Task and Solution). A
configuration task can be defined as a constraint satisfaction problem
(V; D; C) where V = fv1; v2; :::; vng is a set of variables, D =
[dom(vi) represents the corresponding domain definitions, and
C = fc1; c2; :::; cmg is a set of constraints. Additionally, user
requirements are represented by a set of constraints CREQ =
fr1; r2; :::; rkg. A solution for a configuration task is an assignment
S = finst(v1); inst(v2); :::; inst(vn)g where inst(vi) 2 dom(vi)
which is consistent with the constraints in C [ CREQ.</p>
      <p>Example (Configuration Task and Solution). An example of a very
simple configuration task (and a corresponding solution S)
represented as a constraint satisfaction problem is the following. Such
configuration tasks have to be solved by players of the
CONFIGURATION GAME (see Section 3). This example represents a simple
Map Coloring Problem were variables (V = fv1; v2; v3g) represent,
for example, countries on a map and the constraints (C = fc1; c2g)
restrict solutions to colorings were neighborhood countries must be
represented by different colors. In our example we assume that the
neighborhood countries are fv1; v2g and fv2; v3g and the user
requirements are CREQ = fr1 : v1 = 1g. A player of the
CONFIGURATIONGAME has successfully solved a configuration task (found
a solution S) if consistent(S [ CREQ [ C).</p>
      <p>V = fv1; v2; v3g
dom(v1) = dom(v2) = dom(v3) = f1; 2g
C = fc1 : v1 6= v2; c2 : v2 6= v3g
CREQ = fr1 : v1 = 1g
S = fv1 = 1; v2 = 2; v3 = 1g</p>
      <p>
        In configuration scenarios it is often the case that no solution can
be found for a given set of user requirements (CREQ [ C is
inconsistent). In this context, users are in the need of additional support in
order to be able to identify reasonable changes to the current set of
requirements more efficiently. Model-based diagnosis [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] can help
to automatically identify minimal sets of requirements that have to
be deleted (or adapted) such that a solution can be identified. A
diagnosis task related to the identification of faulty requirements can be
defined as follows (see Definition 2).
      </p>
      <p>Definition 2 (Diagnosis Task and Diagnosis). A diagnosis task can
be defined by a tuple (C; CREQ) where C represents a set of
constraints and CREQ represents a set of customer requirements. If the
requirements in CREQ are inconsistent with the constraints in C,
a diagnosis ( CREQ) represents a set of requirements such
that CREQ [ C is consistent (in this context we assume that the
constraints in C are consistent). is minimal if :9 0 : 0 .</p>
      <p>Example (Diagnosis Task and Diagnosis). An example of a
simple diagnosis task and a corresponding diagnosis is the following.
Similar diagnosis tasks have to be solved by players of the the
COLORSHOOTER and the EATIT game (see Sections 4 and 5). The
following example represents a diagnosis task were the set of customer
requirements (CREQ) is inconsistent with the constraints in C. A
player of COLORSHOOTER and EATIT has successfully solved a
diagnosis task (found a diagnosis ) if CREQ [ C is consistent.</p>
      <p>V = fv1; v2; v3g
dom(v1) = dom(v2) = dom(v3) = f0; 1g
C = fc1 : :(v1 = 1) _ :(v2 = 1), c2 : :(v1 = 1) _ :(v3 =
1), c3 : :(v2 = 1) _ :(v3 = 1)g
CREQ = fr1 : v1 = 1; r2 : v2 = 1; r3 : v3 = 1g</p>
      <p>= fr1; r2g</p>
      <p>
        A wide-spread approach to determine diagnoses for a given
diagnosis task is to identify minimal conflict sets [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] in CREQ and to
resolve these conflicts on the basis of a hitting set directed acyclic
graph (HSDAG) approach [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. A (minimal) conflict set can be
defined as follows (see Definition 3).
      </p>
      <p>Definition 3 (Conflict Set). A set CS CREQ is a conflict set
if CS [ C is inconsistent (C is assumed to be consistent). CS is
minimal if 6 9CS0 with CS0 CS.</p>
      <p>
        On the basis of a set of identified minimal conflict sets [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] we
are able to automatically determine the corresponding minimal
diagnoses (see Figure 1). In our example, the minimal conflict sets are
CS1 : fr1 : v1 = 1; r2 : v2 = 1g; CS2 : fr2 : v2 = 1; r3 : v3 =
1g, and CS3 : fr1 : v1 = 1; r3 : v3 = 1g. The corresponding
minimal diagnoses are 1 : fr1; r2g; 2 : fr1; r3g, and 3 : fr2; r3g.
Exactly this example pattern is implemented in the diagnosis games
presented in Section 4 and Section 5.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>CONFIGURATIONGAME</title>
      <p>
        User Interface. With this game (see Figure 2), one should be able
to gain first insights into the basic concepts of knowledge-based
configuration. Constraints of the underlying CSP are depicted in the
upper left corner. Constraints represent incompatible combinations of
values, i.e., combinations that must not be positioned on adjacent
vertices of the grid depicted in Figure 2. This way, tasks such as the
map coloring problem [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] can be defined as a simple configuration
problem (similar examples can also be found in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]).
      </p>
      <p>Each individual task to be solved by a player can be interpreted as
a configuration task (V,D,C) (see Definition 1). In the setting shown
in Figure 2, V = fv1; v2; :::; v14g represents a set of 14
interconnected hexagons (in the center of the user interface). Furthermore,
it is assumed that each variable has the same domain (in Figure 3,
dom(vi)=f1,2,3,4g) and possible variable instantiations are
represented by the values (hexagons) in the lower right corner. Constraints
C = fc1; c2; :::; c16g represent incompatible colorings of adjacent
vertices, for example, c1 : :(v1 = 1 ^ v2 = 1) ^ :(v1 = 2 ^ v2 =
2) ^ :(v1 = 3 ^ v2 = 3) ^ :(v1 = 4 ^ v2 = 4) ^ :(v1 = 4 ^ v2 =
3)^:(v1 = 3^v2 = 4)^:(v1 = 1^v2 = 2)^:(v1 = 2^v2 = 1).
Incompatibilities are defined by red lines between individual values
(left upper corner of Figure 2). A self-referring red line expresses an
incompatibility on the same value, i.e., two adjacent vertices must
not have to the same value. A proprietary constraint solver is used to
generate individual tasks with increasing complexity in terms of the
grid size (vertices and arcs) and the number of possible values and
also to check proposed solutions for consistency.</p>
      <p>
        The task of a player is to move values (hexagons) from the
bottom to corresponding (empty) hexagons depicted in the middle of
Figure 2. A player has found a solution if the grid instantiation S is
consistent with the constraints in C.2 A screenshot of an
intermediate state of the CONFIGURATIONGAME is shown in Figure 4. The
CONFIGURATIONGAME allows to define constraints that go beyond
typical patterns of map coloring problems [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] since different types of
incompatible adjacent vertices can be defined (in contrast to the map
coloring problem where only incompatibilities regarding the same
value (color) are defined). Instances of the configuration game are
generated automatically.
      </p>
      <p>
        Empirical Study. N=28 subjects of a usability study evaluated the
CONFIGURATIONGAME. A first prototype of the game was made
available to the subjects in the Google Play Store. The questionnaire
was based on the system usability scale (SUS) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and thus focused
on analyzing usability aspects of the system under investigation. The
2 In the CONFIGURATIONGAME we assume that CREQ = fg.
system was considered as easy to understand and well integrated.
Results of the study are summarized in Figure 3.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>COLORSHOOTER</title>
      <p>
        User Interface. The COLORSHOOTER game (see Figure 5)
focuses on providing first insights into the concepts of model-based
diagnosis [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The game is available online in the Apple App Store
(as an iOS application). The columns of the game represent
minimal conflict sets (see Definition 3) – related diagnoses (see
Definition 2) are represented by minimal color3 sets such that at least one
color from each row is included. The game consists of twenty
different levels and inside each level of 30 different individual
COLORSHOOTER tasks. Individual tasks are pre-generated in an automated
fashion where the #colums, #rows, # of different colors, and
diagnosis cardinality are major impact factors for determining the
complexity of one COLORSHOOTER instance. Correct solutions (diagnoses)
are pre-generated on the basis of a HSDAG [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Empirical Study. After two lecture units on model-based
diagnosis [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], we investigated in which way COLORSHOOTER type
games can actively support a better understanding of the principles
3 For readability purposes we annotated the colored circles with numbers.
of model-based diagnosis. N=60 subjects (students) participated in a
user study where each participant was assigned to one of three
different settings (see Table 1).
      </p>
      <p>Participants of the first setting used the COLORSHOOTER game
directly before solving two diagnosis tasks. Participants of the second
setting interacted with COLORSHOOTER one day before
completing the two diagnosis tasks. Finally, participants of the third setting
never interacted with COLORSHOOTER but only solved the two
diagnosis tasks. The two diagnosis tasks where designed in such a way
that a participant had to figure out all minimal diagnoses for each of
two predefined inconsistent constraint sets (C1 and C2). C1 included
4 constraints, 4 variables of domain size [1..3], and 3 related
diagnoses. C2 included 5 constraints, 4 variables of domain size [1..3]
and 6 related diagnoses. Preliminary results in terms of the number
of successfully completed diagnosis tasks are depicted in Table 1. In
the case of the more complex constraint set C2 we can observe a
performance difference between users who applied COLORSHOOTER
and those who did not.</p>
      <p>setting
played directly before
played one day before
did not play before</p>
      <p>all minimal
diagnoses found
(C1)</p>
    </sec>
    <sec id="sec-5">
      <title>EATIT</title>
      <p>
        EATIT (see Figure 6) is an application currently under development,
i.e., no related user studies have been conducted up to now. The major
ideas of the game are the following: (1) similar to COLORSHOOTER,
students should be able to more easily understand the concepts of
model-based diagnosis. (2) there is a serious game [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] line of
learning which is directly related to the underlying application domain:
users of the system should learn about, for example, which vitamins
are contained in which food. In EATIT, ”conflicts” are represented by
food items assigned to the same shelf (each food item contains the
vitamin represented by the shelf) and diagnoses represent minimal
sets of food items that are needed to cover all vitamins.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Future Work</title>
      <p>In the CONFIGURATIONGAME our major goal for future work is to
extend the expressiveness of constraints that can be defined for
configuration tasks. A higher degree of expressiveness will allow the
inclusion of further tasks such as scheduling and resource balancing.
Furthermore, EATIT will be extended with functionalities that help
to include user preferences and menu quality. In the current version
of EATIT such aspects are not taken into account. In our future
research we will also analyze in more detail which specific game types
better help to increase understandability. Furthermore, we will
analyze to which extent the games can be exploited to develop better
configurator user interfaces and interaction schemes.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>The overall goal of the (serious) games presented in this paper is to
help to better understand the concepts of configuration and
modelbased diagnosis. Results of empirical studies are promising in the
sense that the apps are applicable and can have a positive impact on
the learning performance. Two of the presented games are already
available: COLORSHOOTER in the Apple App Store and the
CONFIGURATIONGAME in the Google Play Store.</p>
    </sec>
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