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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Game-based Configuration Task Learning with ConGuess: An Initial Empirical Analysis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andreas Hofbauer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Felfernig</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Graz University of Technology</institution>
          ,
          <addr-line>Infeldgasse 16b, Graz, 8010</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The concepts and semantics of constraint solving and configuration need to be understood in order to be able to develop one's own configuration knowledge bases. Developing a related basic understanding is in many cases quite challenging. Consequently, further support is needed that makes the learning of configuration knowledge representation practices and semantics less efortful. In this paper, we provide a short overview of ConGuess which is a game-based learning environment for constraint-based configuration tasks. In this context, we report the results of a user study which focused on an analysis of the perceived complexity of diferent constraint types and on a corresponding usability analysis.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Knowledge-based Configuration</kwd>
        <kwd>Constraint Solving</kwd>
        <kwd>E-Learning</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        1. Introduction
Assuring the correct understanding of configuration
knowledge representations and corresponding semantics
is an important issue specifically in industrial
configuration settings. Such an understanding can be regarded
as a precondition for successful configurator
development and maintenance [
        <xref ref-type="bibr" rid="ref2">1, 2, 3</xref>
        ]. Following the basic idea
of gamification-based learning [
        <xref ref-type="bibr" rid="ref1">4</xref>
        ], we have developed
ConGuess [
        <xref ref-type="bibr" rid="ref3">5</xref>
        ] which is an application supporting the
learning of the semantics of constraint satisfaction
problems (CSP) [
        <xref ref-type="bibr" rid="ref8">6</xref>
        ] in a gamification-based fashion.
      </p>
      <p>The overall idea of ConGuess is to pre-generate
conifguration tasks (represented as CSPs) and let users (game
players) try to figure out correct solutions for the defined
tasks. With this, ConGuess follows the idea of earlier
related work focusing on the learning of graphical
conifguration constraints (specifically, incompatibility
constraints) and the concepts of hitting sets in model-based
diagnosis (specifically, minimal food item sets that cover
all relevant vitamins) [7, 8, 9].</p>
      <p>Also in this line of research, Jeferson et al. [ 10] present
the application Combination which supports the
learning of configuring color ray emitting wooden pieces such
that no color array hits a wooden piece of diferent color.</p>
      <p>Compared to related work, ConGuess extends the
expressivity of constraint representations and also includes
a gamification-based approach that can help to increase
user engagement.</p>
      <p>The contributions of this paper are the following: (1)
we provide a short introduction to the ConGuess gaming
app, (2) we report the results of an initial complexity and
usability analysis that has been conducted in an Artificial
Intelligence university course, and (3) we discuss diferent
open issues for further related research.</p>
      <p>
        The remainder of this paper is organized as follows. In
Section 2, we provide a short overview of the ConGuess
app specifically introducing the major idea behind.
Thereafter, in Section 3, we discuss first insights regarding the
perceived complexity of diferent constraint types. In
Section 4, we report results regarding the usability of
ConGuess. In Section 5, we discuss potential threats
to validity. The paper is concluded with a discussion of
open research issues in Section 6.
In the line of related research (e.g., [7]), ConGuess is
provided as Android app1 which includes mechanisms for
automated CSP generation and evaluation of solutions.2
In ConGuess, players have to solve pre-generated CSPs
[
        <xref ref-type="bibr" rid="ref8">6</xref>
        ] which are represented in terms of a set of Variables 
with related domain definitions and a corresponding set
of constraints (). The task of players is to identify
solutions (configurations) that satisfy all given constraints.
(a) A simple
configuration task (CSP).
      </p>
      <p>(b) A more complex
configuration task.
which increases their overall game score. If a player
proposes a configuration inconsistent with the given set of
constraints, his/her score is not reduced and further tries
are possible. With an increasing number of unsuccessful
tries, the number of points that can be received for a
correct solution gets decreased. Finally, the game provides a
global highscore ranking which helps to further motivate
users to improve their personal highscore.
3. Complexity of Constraint Types
Our goal was to better understand in which way
diferent types of constraints are understood by players. In
order to achieve this goal, we performed a user study
with 150 bachelor students engaged in an Artificial
Intelligence course at the Graz University of Technology.</p>
      <p>Best-performing students had the chance to achieve
additional bonus points considered then as a part of the
overall evaluation. In total, 780 game sessions have been
completed within the scope of the user study resulting
in an average number of 5.2 gaming sessions per study
participant (with an average of 6 levels per session).</p>
      <p>A screenshot of ConGuess in action is provided in
Figure 1 which depicts two diferent configuration tasks
(a more simple one on the left hand side and a more
complex one on the right hand side). The value of each
corresponding variable has to be specified individually
indicated by the select button. A major objective of the In each ConGuess session, correct and wrong guesses
app is to make the configuration task representation as were tracked in combination with the corresponding
conunderstandable as possible. For this reason, the overall figuration task shown to the player. The error rate 
rule of the app in terms of information visualization is of specific configuration tasks (CSPs) was tracked
followthat each configuration task fits into the screen without ing the metric shown in Formula 1. In this context, 
the need of scrolling. is the total amount of guesses and  is the amount
of wrong guesses for a CSP.</p>
      <p>
        As mentioned, constraint satisfaction problems (CSPs)
in ConGuess are pre-generated. The consistency of in- Within the scope of our study, we compared diferent
dividual configuration tasks (CSPs) is checked with the configuration task types with regard to their
understandChoco constraint solver. If a generated configuration ability: configuration tasks (1) consisting of equality and
task (variables and corresponding constraints) is consis- inequality constraints, (2) consisting of constraints
intent, the corresponding setting is stored for further usage cluding a range restriction, i.e., &lt;, &gt;, ≤ , ≥ , (3) with
impli(as configuration task given to players). Player-proposed cations (requires) and equivalences, and (4) with diferent
solutions as well as generated configuration tasks are numbers of constraints and variables.
checked for consistency using Choco.3
 =


(1)
3Details on the ConGuess constraint solving and configuration task
generation approach can be found in Hofbauer and Felfernig [
        <xref ref-type="bibr" rid="ref3">5</xref>
        ].
      </p>
      <p>In a first step, we focused on the analysis of
singleconstraint configuration tasks, i.e., configuration tasks
with only one constraint included (|| = 1). Tables
1–5 include example constraints which represent a
corresponding analysis class, for example, the constraint
1 = 2 in Table 1 represents a configuration task
with a singleton constraint of type equality constraint.</p>
      <p>Similarly, the first constraint in Table 2 represents a
conifguration task with a single constraint of type &lt;.</p>
      <p>Equality and Inequality Constraints. First, we have
analyzed player failure rates when being confronted with
singleton equality and inequality constraints. The
corresponding  rates are depicted in Table 1. As can be
immediately seen, the error rates for such constraints are
rather low (on an average, below 5%) indicating a high
degree of understandability in the reported basic setting.</p>
      <p>()</p>
      <p>avg.  in %
X1 = X2</p>
      <p>X3 != X2</p>
      <p>Number of Constraints. When using {→, ←}
instead of ↔ for expressing equivalence knowledge, we
need twice the amount of constraints. As could be
observed in our analysis, an increasing number of
constraints leads to increasing error rates due to a lower
understandability of the configuration task (see Table 4).</p>
      <p>()
avg.  in %</p>
      <p>Range Restriction Constraints. In the next step, we 17.12
analyzed the understandability of range restriction
constraints (&lt;, &gt;, ≤ , ≥ ) (see Table 2). Compared to settings
including the &lt; and &gt; operators, error rates significantly 36.87
increase with settings including ≤ and ≥ operators. One
way to explain this significant diference is the increased
complexity of {≤ , ≥} due to the fact that both dimen- Table 4
sions, inequality and equality have to be taken into ac- Error rates with an increasing number of constraints.
count at the same time.</p>
      <p>Requires and Equivalence Constraints. In this
context, we have compared the understandability of
individual implications (requires) and equivalences (see Table
3). We can see that equivalence constraints have slightly
lower error-rates than requires constraints. This is a
result that has also been confirmed by a previous study of
Felfernig et al [3]. One way to explain this diference is
a potentially higher overhead induced by the analysis
of implications since equivalences can be reduced to
settings where both sides of the logical operator must have
the same logical value. Further related work on model
understandability can be found in Sepasi et al. [11] where
cognitive complexity is also measured on the basis of eye
tracking technologies.</p>
      <p>N-ary Constraints. The highest error-rates in our
study were encountered with constraints involving more
than 2 variables. As we can see in Table 5, even
configuration tasks with || = 1 are already dificult to solve
for players, if the number of included variables is greater
than 2. Furthermore, by increasing the number of
constraints in a configuration task, it becomes extremely
challenging for players to find a consistent solution.</p>
      <p>()
c1: X3 ≤ (X1 + 3) = (X2 - 2)
c1: X3 ≤ (X4 + 4)
c2: X4 &lt; X1 ≤ X3
c1: X3 ≥ X1 ≤ X2
c2: (X1 · 2) &gt; X2
c3: X3 &lt; X2
c1: X4 != (X3 + 3) &lt; X1
c2: (X4 - 2) ≥ X1
c3: X1 &lt; (X3 · 3)
c4: X4 != (X1 + 3)
we will try to adapt the complexity measures currently
integrated into the ConGuess configuration task
generTo evaluate the usability of ConGuess, we have per- ation. Improved complexity measures could result in a
formed a usability study with 10 participants (computer more user-centered increase of configuration task
comscience students on the bachelor level). For this purpose, plexity and with this potentially also to a corresponding
we have used the System Usability Scale (SUS) [12]. improved learning experience.</p>
      <p>SUS is a widely used tool for evaluating the usability
of systems and software applications and it consists of
a questionnaire with 10 items. After using ConGuess References
(without further explanations), the participants had to
rate their perception of the software on a 5-point Likert
scale. Following the SUS calculation scheme resulted in
an overall evaluation of 89.5 out of 100 which is an
excellent SUS rating expressing clear understandability and
high willingness to use the system.</p>
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