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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Educational Game Analysis Using Intention and Process Mining</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Konstantin Nikitin</string-name>
          <email>knikitin@hse.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Intention Mining, Map Miner Method, Educational Process Mining</institution>
          ,
          <addr-line>Spaghetti-like</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National Research University Higher School of Economics</institution>
          ,
          <addr-line>20 Myasnitskaya Ulitsa, Moscow, 101000</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>22</fpage>
      <lpage>24</lpage>
      <abstract>
        <p>Gamification is a common practice that however leads to more complex and difficult processes for modeling. In this work usage of Process educational game analysis is studied. For such purposes goal-oriented process mining seems to be efficient and intention mining in particular. While Map Miner Method seems to be relevant to indicate intentions within the game, it's not precise enough to analyze player behavior in the context of game design. Usage of classical process mining for modeling discovered strategies forms hierarchical model of gaming and education process with different levels of abstraction. Initialization of model properties was described and some assumptions about resulting twoperspective formalism features were made. Proposed method was tested on VRChemical Lab project and preliminary potential of this approach and directions for further studies were indicated.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Processes.</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Gamification of education is a common practice nowadays [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However, development and
analysis of such unstructured systems is a complex task that involves more than nine different
disciplines [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In the fast-growing industry full of data it seems to be important to visualize and
model processes of user-product interaction. So, methods for modeling player behavior in games are
in the focus of present work.
      </p>
      <p>To observe player behavior many data mining tools are used. Unfortunately such methods are
usually "black boxes" and for analysis of behavior reasoning we need more detailed modeling. While
educational gaming is definitely a process we suggest to use process mining techniques for such
analysis. However, educational games have some features we should mention before modeling. First
of all there are many different strategies of playing that, however, lead to the predefined results.
Especially in so called "sand-box" projects, where player's actions do not have strict order. So,
gaming process becomes "spaghetti-like" and difficult to interpret. Another problem is that we need to
detect user intentions during the session, gaming or studying, to filter some cases. Educational games
combine study and enjoyment, so we should analyze the reasoning of actions to balance these parts.
Also, it's important to separate different reasons of deviations to exclude some. While inappropriate
usage is out of scope of our analysis, player can be solving the task but being distracted for some time
and this case we should consider.</p>
      <p>In this paper exploration of process mining and particularly intention mining applicability for
modeling an educational game process is done. We consider use goal-oriented process mining, but</p>
      <p>2020 Copyright for this paper by its authors.
discovered intention models seemed to be too abstract because of different perspective, so used Map
Miner Method was modified and combined with activity-oriented modeling.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>
        Player Experience Modeling (PEM) is defined as the area responsible for collecting data about
players and their behavior within the game [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. It consists of three general groups of methods:
subjective (based on player impressions), objective (based on physiology parameters) and
gameplaybased (based on information from game objects).
      </p>
      <p>
        While player-game interaction is definitely a process we suggest using process mining (PM) to
model gaming behavior. It can be considered as gameplay-based player modeling. Process mining in
games is not very common yet, however some researches are made. In [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] PM is used to differentiate
players by their skill level in programming game. However, results show that process mining is not
applicable for such task. In another research fuzzy and heuristic process mining were used to analyze
player behavior in first-person shooter [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This research showed the promising results of using
process mining. However mentioned study is based on process with little number of actions and
discovers simple one-level models. As was mentioned earlier our goal is to model unstructured
educational game with large number of possible actions and their sequence.
      </p>
      <p>
        While we are focused on educational games, it is worth to review an area of educational process
mining (EPM). Bogarin et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] made the general survey of using EPM. Their paper provides
complete information about frameworks, concepts, data, tools, techniques and application domains of
process mining for education. Moreover, it states the great potential of intentional mining research
that has not been discussed yet in articles. We consider this area as important for serious game studies
and related to our topic.
      </p>
      <p>
        For better understanding of student's learning habits in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] improvements for EPM were proposed.
Researchers apply two-step clusterisation on the model and detect the most perfomant learning paths.
PM is close to another area, data mining. In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] objectives of educational data mining by various
stakeholders are described. Moreover authors define reasons of detecting certain problems and data
mining techniques to reveal them.
      </p>
      <p>
        The most related study to ours research propose the User Behavior Pattern Detection methodology
that is based on detecting patterns in user behavior in gamified course with some level of freedom in
system usage [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In this paper there was shown that goal-oriented process mining is more suitable for
complex and non-structured gamified systems. This is still a modest area, but it can improve
interpretability of unstructured models for stakeholders [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Two literature reviews we made in this
area. One observes goal-oriented PM in general and divides models into three categories: goal
modeling and requirements elicitation, intention mining and performance indicators [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The second
concentrates directly on intention mining [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Intention mining is an emerging field focused on detecting reasoning behind the actions [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The
most significant work on this field is doctoral thesis by Khodabandelou [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] where Map Miner
Method is described for mining intentional process model. According to mentioned literature review
this technique has not been developed further yet.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Overview of the Proposed Method</title>
      <p>As was mentioned earlier, classic activity-oriented process mining techniques tends to discover
very complex "spaghetti-like" models (Figure 1). So for modeling player behavior in educational
game goal-oriented approach was chosen, more particularly intention mining.</p>
      <p>
        For our research MAP formalism was used. Map metaphor was firstly introduced in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and then
developed for Disco tool. Let's consider map as a directed graph, usually labeled. Map metaphor in
Disco is used to represent actions as nodes and transitions between them with transition frequencies as
edge labels. In intention mining nodes represent some users' intention while edges are different
strategies to achieve new intention after another. In both cases graphs have start and end nodes.
      </p>
      <p>
        In the current research we use intention mining for process modeling. The most significant
intention mining method is Map Miner Method. There are two main components of the model.
Intention is defined as an objective to achieve a goal with clear criteria, which users have in mind that
can be fulfilled [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. A Strategy is a trace of actions needed to achieve an intention [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. One intention
can be achieved by many strategies [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        The Map Miner Method is based on Hidden Markov Models (HMM) and analyzes traces of groups
of users. To discover map two algorithms are being used. After estimating HMM parameters using
supervised or unsupervised learning, the first algorithm, Deep Miner, discovers sub-intentions from
logs, using metrics of fitness and precision. After that Map Miner algorithm groups sub-intentions
into intentions using K-means [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Our study is focused on sub-intention level of Map Miner Method. Sub-intentions are low-level
intentions mined directly as results of fulfilling strategies defined by HMM. To construct map in this
method to every strategy corresponding sub-intention is assigned. Sub-intention in this case is an
abstraction needed only to represent nodes of the graph. While every sub-intention has only one
corresponding strategy that leads to it from other nodes, we can shift the map to use more formal
representation closer to HMM used to mine strategies while keeping the same graph topology. We
consider intention map as a directed graph with Strategies as nodes and transitions between them as
edges. Every transition takes place with certain probability after completing corresponding strategy
Example of such map is presented in Figure 2 (b). Formal semantics of map in our work is described
as following:</p>
      <p>Let's assume  ∈  ,  ∈ [0; 1]. A Strategy map (or Intention map) is ( ,  ,  ,  ,  ), where
 = { 1,  2, … }  Set of all possible actions (observations of HMM).
 = { 1,  2, … }  Set of all possible strategies (hidden states of HMM).
 :  ×  →   Transition probabilities.
 :  ×  →   Emission probabilities.
 = ( 1,  2, … ),   ∈   Probabilities of initial states.</p>
      <p>Strategies are connected with each other according to the transition matrix obtained during HMM
creation. For each strategy there is a corresponding set of actions according to emission probabilities.
In the current paper strategies and states are used as synonyms.</p>
      <p>We used unsupervised learning and Baum-Welch algorithm to train HMM because no predefined
strategies are available.</p>
      <p>While Map Miner Method discovers very readable map of player intentions it is seems to be too
abstract for detailed game-design analysis. First of all, we can not analyze strategies themselves.
While strategies represent set of actions and actions thus are unordered, it can differ from real system.
Moreover we don't mine any supporting information about time spent, for example. Having
probabilities of transitions between states we still can not easily indicate reasons of moving from one
intention to another. There is no formal definition of completing the strategy. That's why we suggest
use intentional mining for modeling player behavior with conjunction with classical process mining
techniques to model player enactment within particular strategy (Figure 2).</p>
      <p>This method will provide a hierarchical model with different levels of precision and different
perspectives. On the top level process is considered as number of high-level intentions, that are
consist from different sub-intentions fulfilled with strategies that in their turn analyzed from an
activity perspective using Fuzzy miner.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Intention Mining Model Discovery</title>
      <p>To start intention mining we should initialize some parameters for Hidden Markov Model. Such
attributes are: number of hidden states, initial probabilities for transition and emission matrices, vector
 of initial state probabilities. Transition matrix defines probabilities of one state (or in our case
strategy) to follow another. Emission matrix states what actions with what probability are included in
some strategy. Vector  needed to identify initial state of the model. Usually such parameters are set
randomly or with some assumption based on the data nature.</p>
    </sec>
    <sec id="sec-6">
      <title>Estimating number of strategies</title>
      <p>
        According to thesis to determine number of states it's possible to create number of models and find
the threshold effect [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This effect states that after some point when strategy number increase,
actually mined different strategies number remains the same. So some strategies are duplicated. In our
case no such threshold effect was observed. On the figure dependence between number of strategies
to mine and different strategies mined as long with completely different, when no strategy is a part of
some another, is shown (Figure 3 (a)). Strategy is considered as completely different if it has no
duplicates and is not a part of another strategy in terms of included actions.
      </p>
      <p>
        To compare different models with different number of strategies information criteria were used. In
this study we tried three criteria: AIC, BIC and ICL. Unfortunately in HMM criteria tend to prioritize
models with larger number of states [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] (Figure 3 (b)). Moreover creating large number of models
with high number of strategies is a time-consuming operation. Nevertheless information criteria could
indicate the best model in some range. So this method was combined with heuristic assumption.
During modeling we visualized event occurrences for each strategy. While it does not help to analyze
what model is better between similar ones, it provides visual information for analyst when strategies
become too sparse (many strategies with little number of events in them). The compromise is
restriction of maximum number of hidden states according to heuristic method and usage of
information criteria to find local minimum in a limited range.
      </p>
      <p>Additionally it is worth to mention that no advantage of one information criterion over another was
noticed.</p>
    </sec>
    <sec id="sec-7">
      <title>Initialization of Hidden Markov Model</title>
      <p>
        According to thesis end strategy is strategy with no outgoing transmissions [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Tests on our data
showed that we can both have many such strategies (especially after transition elimination due to
accuracy setting) and no such strategies. But on the map there should be only one start and end. To
solve this problem we insert into event logs an artificial event "End Event" as last for each case. After
HMM training all states that are can be treated as end strategies should be connected with strategy
containing this inserted event (and only it).
      </p>
      <p>Because of this insertion we modify initial transition end emission matrices. Last state is assumed
as end state. Therefore its transition probabilities to other strategies are considered as 0, while
transition to itself is 1. Corresponding row of emission matrix states that this strategy has one and
only one event  "End Event". Finally, in  there is 0 on probability that this state will be an initial in
our model.</p>
      <p>To indicate the starting strategy no such insertion is required. Start is defined by values of vector .
If several strategies have nonzero probability to be the initial state, Start state is injects onto the map
with outgoing transitions to all such strategies with corresponding to  transition probabilities to each.</p>
    </sec>
    <sec id="sec-8">
      <title>5. Implementing Activity-Oriented Process Mining</title>
      <p>As was mentioned earlier we suggest using hierarchical model with increasing level of precision
from high-level intentions to strategy workflows. To do so we extend intention mining by using
activity-oriented process mining technique. After creating the intention map we analyze strategies
individually. According to emission matrix there is a set of actions each of them is in the strategy.
Fuzzy miner and map formalism are used to model process based on the same logs including only
chosen actions. Such model shows the actual process of fulfilling specific sub-intention with current
strategy.</p>
      <p>To show some properties of the discovered model we need to introduce some definitions:
We say that action   is in strategy   when  (  ,   ) &gt; 0.</p>
      <p>We say that two strategies   and   are connected when  (  ,   ) &gt; 0.</p>
      <p>We say that two actions   and   are connected when there is transition between corresponding
events in the discovered by Fuzzy miner map.</p>
      <p>Action   follows   when they are connected and direction of the corresponding graph edge
goes from   to   . Opposite direction states that action   is followed by   .</p>
      <p>Because of using HMM for mining strategies we state that discovered map has following property:
Two actions   and   are connected only if one of the conditions below is true:
1)   is in some strategy   and   is in the same strategy   ;
2)   is in   ,   is in   ,   and   are connected;</p>
      <p>Using this property we can expand model of strategy. Start and end of the activity map could be
replaced by corresponding labels of previous end next strategy. Let's define all actions start event is
connected to as start actions of current one. All actions connected to the end are considered as end
actions of the strategy. If any starting activity   follows some other activity   on the map, then we
can say that   follows   if   is in   . This statement will be reflected on the map by additional
node for   . In the same way end actions of the map are connected with strategies containing actions
that follows end ones.</p>
      <p>Aforementioned property leads to the assumption that complete activity-oriented process model
can be discovered as union of strategy models. So intention mining is a potential tool not only to
construct goal-oriented maps but also for activity grouping. However, groups have some intersecting
activities, but emission matrix shows the frequency of each such action appearance for each group.</p>
      <p>These properties are not proved formally yet, however all experimental tests made so far confirms
current assumption. On Figure 4 very simple example is shown. For sandbox Disco project, used in
this program as default example, intention map was made. Than for each strategy corresponding
activity map was discovered. Complete map was constructed independently in Disco just as usual
activity-oriented model. Comparison of two resulting maps shows both validity of the union of
specific strategies and accordance of connections between activities and strategies. So, mined
strategies could be considered as logical groups of activities of overall process.</p>
    </sec>
    <sec id="sec-9">
      <title>6. Experimental results</title>
      <p>Presented method was tested on real data of VR-Chemistry Lab project. For this study 44
participants were solving giving task in a chemical laboratory in virtual reality. Users were trying to
indicate substances in four vessels by mixing them with different reagents and observing reactions.
Data was collected in .csv format. Discovered by fuzzy miner map is shown on Figure 1.</p>
      <p>Data includes recorded user actions within the game with information about action subjects
(mixing specific reagents, breaking vessels, interacting with laboratory journal etc.). At preprocess it
was filtered to remove duplicates caused by nature of logging. Then data was uploaded to the
developed prototype and strategy map was discovered with modified Map Miner Method.
Combination "action + subject" was considered as input action. Order of actions was defined by
timestamps. Number of mined strategies was chosen using combination of heuristics and information
criteria calculating to avoid both strategy duplicates and high level of diversity. Local minimum in
range from 15 to 25 strategies is 20 (Figure 3 (b)). Event logs were filtered of system information not
relevant to player behavior. As activities combination of activity and subject was treated to
differentiate operations with different substances. Discovered map of sub-intentions is shown on
Figure 5 (a).</p>
      <p>We used subsequences of event related to particular strategy to model player enactment. For
example on Figure 5 (b) modeled Strategy 10 is shown that, according to included actions, is related
to mixing in created by user vessel reagent with sulfur-containing salts. This strategy models valid
intention in the given task. Both strategies connected to start and end activities of the modes are
Strategy 0.</p>
    </sec>
    <sec id="sec-10">
      <title>7. Discussion and Conclusion</title>
      <p>In this work usage of process mining for educational game analysis was studied. According to
literature review goal-oriented process mining is more suitable for modeling gamified processes.
Intention mining was indicated as potentially relevant technique for such task and Map Miner as the
most elaborated method. However for our case it lacks of precision so we suggest combine it with
other process mining algorithms to analyze mined strategies and create hierarchical model.</p>
      <p>Described method was modified for more specific initialization. Problems with HMM initial
properties setting were solved. However choice of mined strategies number still requires manual
assumption. Nevertheless it's now reinforced by usage of information criteria and implies only setting
the maximum limit.</p>
      <p>Sub-intention level of Map Miner Method was formally redefined as strategy level in our
approach. This helped to combine goal-oriented map with activity-oriented model in hierarchical way.
Using information gained from Map Miner we construct process model for each strategy. Collection
of such models forms the third level of the proposed formalism. Relation between strategy and
activity levels is shown using heuristic assumptions about model properties.</p>
      <p>Preliminary results demonstrate that PM can be potentially used for educational game analysis and
discovering user behaviors. Mined strategies tend to model real user intentions or, at least, group
actions in logical clusters. Resulting model is obviously superior to the initial fuzzy mined process
model in terms of interpretability. The most relevant for future research directions are:
 Discover the formal proof of the stated model properties;
 Use HMM nature of mined strategies and relations between goal-oriented and
activityoriented models to formalize the replay process for intention mining;
 Develop two-level conformance checking method for presented technique. First check
discovered intention map and then particular strategies.</p>
    </sec>
    <sec id="sec-11">
      <title>8. Acknowledgements</title>
      <p>This work is supported by the Basic Research Program at the National Research University Higher
School of Economics.
9. References</p>
    </sec>
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