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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Approaches to Embed Bio-inspired Computational Algorithms in Educational and Serious Games </article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michela Ponticorvo</string-name>
          <email>michela.ponticorvo@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angelo Rega</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Di Ferdinando</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davide Marocco</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Orazio Miglino</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Humanistic Studies, University of Naples “Federico II”</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>IRFID, NeapoliSanit</institution>
          ,
          <addr-line>Ottaviano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Bio-inspired computational algorithms can be effectively employed to develop games for learning. In the present paper we will introduce different approaches to embed this kind of models in Serious and Educational Games. According to a multi-level description of game design process, bio-inspired computational algorithms can be visible to the user, residing at an external, shell level; can be invisible to the user, residing at the core, internal level; can be employed in the evaluation and tutoring level pertaining to user profiling and supporting learning and teaching processes. This different approaches are explained by introducing some educational games example: BreedBot in which bio-inspired computational algorithms are used to develop the player-game interaction and are explicitly visible by the user; Learn2lead, where these techniques are used to model the game mechanics and are invisible to the user; and Infanzia Digi.tales project in which these techniques are functional to develop smart educational materials by implementing adaptive tutoring systems.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>In recent years an epochal turn has been observed in
education coming from a twofold pathway. On one side, a
growing effort has been devoted to the use of new
technologies, in particular ICT technologies, as educational
tools. Technology-Enhanced learning (TEL) has intercepted
this tendency by promoting new educational practices, new
communities and new ways of communication [Balacheff et
al., 2009]. On the other side, a lot of interest has arisen
about the use of game for learning. This interest is witnessed
by the numerous research branches that emerged,
gamebased learning [Tobias and Fletcher, 2011], edutainment
[Charsky, 2010], gamification of learning [Kapp, 2012], just
to cite some. In particular many games have been developed
under the label Educational Games and Serious games
which include card, board and videogames. Serious Games
(SG) are games that educate, train, and inform [Michael and
Chen, 2005], sharing the same educational mission.
Why games are so appealing as educational tools? Games
are often models of reality that simplify what happens in
real world including some relevant aspects of it. They are
micro-worlds [Rieber, 1996] that can work as a lab where to
experiment something: behaviours, emotions, strategies in a
somewhat protected environment. Games can also start from
reality and go beyond, this is the case for hyper-realistic
games as war simulators or surrealist games.</p>
      <p>For this paper purpose, we will now focus on
digital/electronic games that, in the last years, have assumed an
important role in the game market with an ever-increasing
diffusion. Also their application in education has been
massive for many reasons. Digital entertainment games
have some specific features that are very useful in an
educational context: games engender motivation [Malone,
1981], are engaging [Gee, 2003] and exploit learning by
doing [Aldrich, 2005].</p>
      <p>To fully exploit game potentials, design plays a crucial role
[Chandrasekaran, 1990], as it must consider the interaction
between the player and the digital game, in the more general
frame of human-computer interaction [Lieto and Radicioni,
2016]., keeping the lessons derived from neurosciences,
cognitive science and psychology, related to attention,
executive functions and spatial cognition [Bhatt and Freksa,
2010].</p>
      <p>To implement these aspects, computational models can be
taken into account, in particular bio-inspired computational
models can be effectively embedded in games.</p>
      <p>Bio-inspired computational models, at the edge between
natural and artificial, are extremely fit for educational goals
[Ponticorvo et al., 2016] if the goal is to teach biological,
psychological and social matters, as it will be evident later,
because they allow to convey knowledge about dynamic and
complex system, emergence, evolution and development.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Serious Games design process</title>
      <p>The SG design process can run according to a multi-level
framework, with two concentric levels, the shell and core
level and a ubiquitous one, the evaluation and tutoring level
[Dell'Aquila et al., 2016], represented in Fig.1. The shell
and the core level are present in every game of game, and,
more in general in almost every cultural product. The shell
level represents the visible content that is immediately
accessible to players. It frames the game engine, the game
dynamics that are hold in the core level. The third level, the
evaluation and tutoring level, is characterizing for
Educational and Serious games, as it allows, on the teachers
side, to understand if and how the player/learner has
acquired the concepts conveyed by the Educational game.</p>
    </sec>
    <sec id="sec-3">
      <title>The shell (game narrative) and core (game mechanics) levels</title>
      <p>The shell level represents what the player sees, what we call
the game narrative. Digital games, as many other cultural
products, are expressed trough a narrative metaphor that
carries out the crucial role to give sense to the game. Let us
consider for example, the Monopoly game. Throwing the
dice and moving on the boxes has the meaning to represent
real estate commerce and this strongly helps to engage the
player.</p>
      <p>In designing the shell level we have to define the context:
who are the agents, what actions they can display, what
interactions are possible between them. The shell level,
based on narrative, holds an hidden level with a specific
operation, the game engine, the core level.</p>
      <p>The game engine allows to implement core functionalities
related to game dynamics, for example related to physics,
animation, artificial intelligence, etc. The core level defines
precisely the characters with sensory-motor endowment, the
environment with its features and every possible interaction
between characters and characters/environment.</p>
      <p>These levels are in dynamic interaction and have strong
effects one on the other: the narrative provides a frame
where the hidden content resides.</p>
      <p>The shell level is necessary in providing a semantic context
to educational activities whereas the core level defines the
skills or the abilities to be transferred.</p>
      <p>In digital games, the core can host the game engine based on
computational algorithms.
2.2</p>
    </sec>
    <sec id="sec-4">
      <title>What the core level holds</title>
      <p>The core level holds the game mechanics, the engine. It can
be conceptualized differently depending on the kind of
digital game we aim at building.</p>
      <p>In the case of educational games, the core modeling process
is addressed not only by the chosen kind of game, but also
on what content we want to convey.</p>
      <p>If our goal is to build educational tools and materials which
are related to biology, psychology and sociology, exploiting
concepts such as emergence, complex and dynamic systems,
evolution and development, we can glean from a wide class
of bio-inspired algorithms.</p>
      <p>Bio-inspired computing [Pintea, 2014] is a field of study
that exploits the study of natural phenomena to apply it to
machine learning: from evolution to genetic algorithms
[Goldberg, 2006], from natural complex systems to cellular
automata [Chopard and Droz, 1998], from the nervous
systems to artificial neural networks [Patterson, 1998].
A particular class of bio-inspired algorithms, Agent Based
models (ABM), is, in our opinion, particularly well-suited
for game design. ABM [Helbing, 2012] is a class of
computational models used to simulate phenomena
belonging to various domains ranging from biology to
psychology and sociology starting from the action and
interaction of simple agents. These agents are autonomous
and can represent individual or collective entities such as
groups. We adopt a wide definition of ABM: in SG, ABM is
not used to understand collective behaviors starting from
simple rules, but it aims at representing in detail agents
interaction and the agent itself. In other words, a great effort
is devoted to modelling agents too, in this respect
resembling multi-agents systems approach [Van der Hoek
and Wooldridge, 2008] where agents can be very complex.
If we adopt ABM, in the core level, every agent is defined
in function of its sensory features, what it sees, hears,
smells, touches in the setting and about the core, and action
endowment, what it can do to affect the core state. These
actions must follow game rules that are defined both by
setting constraints and by agent actions chances residing in
the core level.</p>
      <p>As we are in the domain of digital SG, agents can also be
artificial agents: in this case the agent is not human, but a
bot whose artificial intelligence can rely on
biocomputational models as well.</p>
    </sec>
    <sec id="sec-5">
      <title>2.3. The evaluation and tutoring level</title>
      <p>In a SG, a relevant role is played by the evaluation and
tutoring level. A SG has an explicit educational goal that is
to allow the player to accomplish specified educational
objectives. The evaluation and tutoring layer complements
the core and shell layers. This level analyze player’s game
performances relatively to the specified training objectives,
and provides the players and the trainer, whose role is
indeed relevant in Educational and Serious games, with
important information and data about the learning process.
At this level we find learning analytics [Siemens, and Baker,
2012], which are the measurement, collection, analysis and
reporting of data about learners to improve the whole
learning process. This level is also crucial from the teachers’
point of view, as it provides specific tools and function to
support teaching processes.
3</p>
    </sec>
    <sec id="sec-6">
      <title>Bio-inspired computational models in the proposed multi-level framework</title>
      <p>Bio-inspired computational algorithms can enter the SG
design process in many different ways and at different level
thus producing a diversified game typology. If the
designer’s goal is to build a SG that is explicitly addressed
to biology-related matters, bio-inspired computational
models can flow from the core level to the shell level, thus
becoming visible to the user. On the contrary, the designer
can leave a traditional appearance to the game whereas the
bio-inspired computational models work in an invisible
manner, staying in the core level. Moreover bio-inspired
computational models can be employed on the
evaluation/tutoring level, providing the artificial evaluator
with a guise of artificial intelligence thus supporting the
teachers’ role. In the following sections we will present
some example of such usage of bio-inspired computational
models.</p>
    </sec>
    <sec id="sec-7">
      <title>3.1 Bio-inspired computational models in the shell level: when game narrative and mechanics converge</title>
      <p>The first case is the use of bio-computational algorithms
starting from the core and arriving to the shell level: the
game mechanics are directly visible to the user. The shell
becomes transparent and what happens in the core level can
be accessed by the player; this way the SG becomes a
virtual laboratory where the user can directly manipulate the
relevant variables involved in the game, thus determining
the game evolution in an immediate manner. This direct
manipulation takes place in a protected environment where
failures or error do not determine a menacing outcome. This
virtue is counterbalanced by the unavoidable complexity
reduction.</p>
      <p>These games use Bio-inspired computational models for an
explicit interaction mechanism. The user interacts with the
game using traditional bio-inspired computational methods,
for example by evolving a population, training an organism,
setting up an ecological system, etc.</p>
      <p>An interesting example of this kind of games is Breedbot
and its sequels Bestbot, and Brainfarm [Miglino et al., 2008;
Ponticorvo et al., 2006].</p>
      <p>These are integrated software/hardware platforms that allow
players, even without any particular computer skill, to
breed, within customizable virtual worlds, artificial
organisms that can be downloaded onto real robots (Fig. 2).
These games can be reached though the following links:
BestBot http://eutopia.unina.it/bestbot
The breeding is implemented through a user-guided genetic
algorithm. The software side of Breedbot shows users a
population of nine wheeled robots, with infrared sensors and
motors and controlled by a simple feedforward neural
network, representing an artificial nervous system. The
neural network parameters are encoded in a genetic string
that will undergo an evolutionary process guided by either
the users (artificial selection) or the machine (automatic
selection). In this latter case the player can anyway
manipulate the relevant evolutionary variables.</p>
      <p>By manipulating directly the parameters related to the
genetic algorithm the player can understand the
underpinning dynamics and experience different
evolutionary pathways in a controlled environment.
In this example various bio-inspired computational models
that flow from the core to the shell level in a pervasive
manner. First of all, the robots are conceived as agents in the
wide conception of ABM. Each robot, in fact, is seen as an
embodied agent interacting with a physical environment and
with other robotic agents.</p>
      <p>Their artificial intelligence is implement adopting a
connectionist framework with artificial neural networks and
their evolution/development carries out adopting
evolutionary algorithms. Moreover the player can affect
directly the evolutionary pathway acting as a breeder that
selects the preferred agents. The breeder acts as an expert
using knowledge and expertise to select the best solutions.</p>
    </sec>
    <sec id="sec-8">
      <title>3.2 Bio-inspired computational models in the core level: using bio-inspired algorithms to model the game engine.</title>
      <p>The second case is the use of bio-inspired computational
models in the core level. The game engine is invisible for
the player that interacts with the game in a traditional
fashion, without perceiving what happens in the game
engine. Bio-inspired computational algorithm are used to
model complex system but the user does not interact with
the computational models directly.</p>
      <p>These models can be derived from scientific theories in
many different domains and, obviously, the choice is driven
by the designer educational objective.</p>
      <p>As hinted in the introduction, one model that can be fit for
game design is ABM. This kind of models can be employed
to model both the interactions between agents and the agent
itself. Moreover, if a careful description of agent is provided
in terms of what it perceives, it knows about the external
environment, and how it makes decisions upon its action, it
is possible to model the agent behaviours according to a
specific psychological theory.</p>
      <p>Agent based modelling has been used to build Serious
Games in various contexts: for crowd simulation, economics
and artificial societies, just to cite some.</p>
      <p>An interesting SG that exploits ABM to model and teach
team dynamics is LearnToLead (L2L) [Di Ferdinando et al.,
2015]. L2L is a web-based game where the player covers
the leader role and learns theories about leadership by
governing a team of artificial agents, the followers. The
theoretical starting point is the Full-Range Leadership
Theory (FRL), a well-known and widely-employed theory
that explains leadership dynamics in small groups [Bass and
Avolio, 1994]. The game mechanics is developed by using
two bio-inspired computational algorithms, namely ABM
and artificial neural networks.</p>
      <p>In L2L game the shell level, the game narrative is clearly
separated from the core level: it appears as a point and click
game in a 2D environment which is played on the web. It
takes place in a firms office, as it is evident from some
decorative elements: desks, chairs, PCs and mobiles, stacks
of paper, etc. (Figure 3).
This physical setting varies across all game levels looking
nicer and nicer as the player advances in career.</p>
      <p>In L2L there is hierarchical interaction between the player
acting as a leader and the followers, artificial agents. The
human player must manage the team of artificial agents,
which stands for a team of workers in a bank, a post-office
branch or a local government office, for example.
The game is played across numerous levels in which the
player will lead teams in different corporation departments,
from the catering department to the research and
development one.</p>
      <p>The game reproduces the day-by-day running of the
department, including jobs with precise deadlines and
workloads. The player must assigning staff to work on those
jobs. The basic challenge is to ensure that followers finish
all jobs in time and the leader must manage the assignment
of followers on jobs and their performance. With a smart
management, the team can complete a respectable number
of job tasks within their deadlines. However, leadership
involves more than management, and if the player uses a
strategy for developing followers, there will be an effective
advantage in the game, in terms of completed tasks.
Indeed the followers are not all equals, as they are
wellcharacterized by ability level, motivation level, stress level
and personalit. The player, acting as a leader must take these
variables into account in assigning players to jobs and
making action to affect the cited variables. It is, for
example, possible to run workshops, organize team-building
events, perform one-to-one coaching, send memos, propose
training course, give lectures about performance, deliver
evocative speeches at staff meetings, etc.</p>
      <p>On the core level, L2L is a logical structure where an
asynchronous interaction happen between the leader and the
followers. A turn-based structure to play is implemented, so
that players always have an unlimited amount of time to
carefully consider their actions, and consult reference
material about FRL if necessary before making an action.
The player acts on the work environment and team
dynamics by setting the working plan of each follower and
influencing followers motivation, stress and their
contribution to the team, with the action recalled before.
More specifically, when the leader takes some decisions
about one or more followers, these decisions affect the
followers. These decisions become input for the follower's
network and these inputs from the leader, together with the
ones coming from the external environment, modify the
agents’ internal states that, in turn, will change and
influence the follower contribution to team job (Fig. 4).
In brief, each agents’ behaviour is determined by external
and internal variables: the first ones consist of leader’s
behaviour (interact with followers), the working
environment (total amount of workload, approaching of
deadlines), and the social interaction with other followers.
The internal ones are instead those relative to the
psychological aspects of followers, between which
motivation is the most important. In particular, three
subcomponents of motivation are simulated: intrinsic, reward
and fear. The intrinsic component represents the internal
form of motivation, driven by an interest or enjoyment in
the activity. On the opposite, the reward and fear
components model external forms of motivation, which rely
on external pressures like desire for reward, or fear for
punishment. The peculiar features of these three
components have been modelled using a different temporal
decay. In particular, the intrinsic component has a slower
decay than reward and fear, but can be activated only by
appropriate leader behaviours (typically related to
leadership style).</p>
      <p>Another important variable to consider is the followers'
personality, which has been modelled taking into account
the McClelland [1978] theory. In particular, three different
personalities (or motivational drivers, according to
McClelland theory) were considered:
a. Achievement: followers pursue excellence in
performance, a continuing drive for doing better all the
times. Excellence can be achieved through individual
efforts;
b. Affiliation: followers are interested in establishing,
keeping, and restoring close personal relationships with
others;
c. Power: followers pursue a status with impact on others.
High power motivation induces highly competitive
behaviour.</p>
      <p>The stress level must be kept under control during the game
as well, because it affects the effort and the contribution of
followers to the team work.</p>
      <p>Moreover, the followers ability has been simulated, as there
are followers smarter (faster) than others doing their jobs.
Thus, followers' performance is linked to their ability.
All these variables interact among each other, with the
external stimuli and with the leader's behaviour, as depicted
in Figure 4.</p>
      <p>Personality and ability try to capture what the FRL theory
says about individual consideration, so that the same leader
action may have a different impact on followers with
different personalities or abilities. On the other side, the
leader who aims at raising the team motivation as high as
possible needs to perform some individualised
considerations. Leaders should also pay attention when
assigning followers to the same workgroup, as conflicts may
emerge depending on followers’ personality (Fig. 4).
In this example, Bio-inspired computational models are
used to model the core of the game using an ABM
approach, moreover each agent artificial intelligence is
modelled using an artificial neural network, whose input and
output represent the already described external and internal
variables.
In this game, the bio-inspired models are completely
invisible to the users. In fact, they serve as effective
technique to implement the FRLT, whereas in Breedbot (see
previous section), the bio-inspired models are relevant for
the interactive process.</p>
      <p>This kind of games allows to observe dynamics that can
emerge form agents interaction and this is an important
positive feature. It permits, in fact, to experience directly,
even if in a controlled situation and a safe environment what
happens in a group context, thus complementing more
traditional and theoretical learning methods.</p>
      <p>The negative point is represented by the possibility that
the emerging complex dynamics can slip away and generate
unforeseeble outcomes.</p>
    </sec>
    <sec id="sec-9">
      <title>Bio-inspired computational models in the evaluation and tutoring level: when Bioinspired algorithms model human trainer expertise</title>
      <p>The last case is about bio-inspired computational model in
the evaluation/tutoring level. This level, that is
characterizing for educational games, foresees a smart
interaction with the user/player. This smartness resides in
adapting, inferring, profiling and anticipation, functions that
mimic human teachers’ actions.</p>
      <p>In other words, at this level, it is necessary to foresee tools
that extract two kinds of information: on one side, data
about the learner such as learning style, preferences,
weakness and strengths and, on the other side, about
teachers behaviour in order to reproduce artificially human
trainer expertise.</p>
      <p>The evaluation/tutoring level implements what an human
expert in education would do while representing in an
effective and concise way what the learner does.</p>
      <p>For example, this level provides an appropriate and timely
feedback to player action, it adapts to player special needs
according to actual performance and the desired educational
goals, it tracks player performance in terms of achievements
and improvements. This smart interaction can mediated by
the use of Intelligent Tutoring Systems (ITS) [Carbonell,
1970].</p>
      <p>
        Many examples can be found about this issue, as it has
arisen a strong interest since research about ITS was born in
the seventies (for a recent review, see Wenger [
        <xref ref-type="bibr" rid="ref24 ref32">2014</xref>
        ]).
One key feature in ITSs is the presence of a student model.
To address the educational process it is crucial to pay
attention to a particular student’s cognitive and affective
states in order to tailor the whole teaching and learning
process on the individual.
      </p>
      <p>To achieve this goal, it is necessary to build a student profile
and a fruitful way to do it is to employ specific data analysis
methodologies.</p>
      <p>Learning analytics rely on huge amount of data that can be
used to improve learning. Educational data mining, for
example, is a research branch devoted to processes designed
for the analysis of data from educational settings to better
understand learners and the settings which they learn in.
Data mining, for specific learning goals too, can be run
adopting bio-inspired methods as neural networks [Lu et al.,
1996].</p>
      <p>It can be also useful to run data clustering analysis and
Bioinspired methods can be used for clustering data, thus
illustrating another way these methods can be embedded in
the evaluation/tutoring level.</p>
      <p>Data clustering consists in finding homogeneous groups in a
dataset and Bio-inspired algorithms can be employed to find
new methods for clustering that include the human expert
role. In particular Interactive Evolutionary Computation
(IEC) techniques [Bintrup et al., 2006] can be used. In this
case, a human breeder selects cluster configurations on the
basis of their graphical visualizations.</p>
      <p>Data clustering is based on the analysis of explicit
information and quantitative variables (dimensions) that
describe a given phenomenon and on latent and implicit
information captured by human cognitive mechanisms: this
implicit analysis is what characterize human experts, also in
education domain. The human experts are usually trained
for many years to recognize (categorize) natural phenomena
on both explicit and latent information even if they cannot
explain how they do it.</p>
      <p>IEC allow to embed this feature in Evolutionary
computation with the intervention of a human operator that
interacts with the artificial evolution process.</p>
      <p>The positive feature of this kind of models is that, applied to
teaching and learning processes, they can capture interesting
regularities that help profiling the student/player/user. This
process supports teaching and improves learning, but it
doesn’t foresee a complete teachers substitution. This
compensates the dark side these methods display, that is the
temptation to image the educational process with a learner
totally immersed in a digital, automatic, artificial
environment without any human contact.</p>
      <p>It is our opinion, on the contrary, that, especially in some
life periods, such as infancy, the social dimension of
education cannot be neglected: it should be rather supported
by these methods and algorithms that try to replicate
teacher/student interaction but not cancelled. This is the
rationale behind Infanzia Digi.tales, an on-going research
project whose goal is to provide smart digital objects to be
used in learning and teaching process in children.
Moreover it is worth underlining that this example is doubly
interesting as it shows how to build learners profile using
bio-inspired computational models and indicating a new
way of implementing a smart interaction.</p>
      <p>Introducing an human expert in the evolutionary process, it
shows how to go beyond ITS and propose a new framework
with educational agents (EA), working in dynamic
interaction. If we conceive both learners and teachers as
agents, ABM allows us to model effectively this interaction
and to try to build bio-inspired artificial experts in education
as well as bio-inspired artificial learners. This can be done
starting from the regularities extracted by Educational data
mining and by modeling learner/teacher and their interaction
exploiting, once again bio-inspired computational
algorithms.
4. Discussion
The design process that leads to Educational and Serious
Games can derive useful hints and borrow models from
bioinspired models, meaning that artificial intelligence has a
deep impact on how cognitive elements are embedded in
people-centred design for games [Vanden Abeele and Van
Rompaey, 2006].</p>
      <p>The multi-level framework proposed in this paper goes in
this direction and allow to explicitate relevant issue on the
future direction for the contribution of artificial intelligence
and cognitive issue to game design. Indeed bio-inspired
computational methods can be applied effectively in
designing Serious and Educational games as they are
isomorphic to teaching subject in the case of biology,
psychology, sociology.</p>
      <p>Moreover teaching and learning with digital games can lead
to neglect some relevant aspect that are, on the contrary,
fundamental in other educational contexts, such as physical
embodiment, autonomy, social interaction, evolution and
development. These aspects allow biological organisms to
successfully adapt to unknown and changing environments
and widen artificial intelligence to embodied artificial
intelligence [Pfeifer and Iida, 2004].</p>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgments</title>
      <p>The INF@NZIA DIGI.tales has been funded by Italian
Ministry for Education, University and Research under
PON-Smart Cities for Social Inclusion programme.
Authors would like to thank Onofrio Gigliotta for Breedbot
materials.</p>
    </sec>
  </body>
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