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Published since 1998
ISSN 1562-5419
16+
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Dynamic Adaptive Test-Simulator of Students' Self-Learning to Solve Mathematical Problems

Pavel Petrovich Dyachuk, Pavel Petrovich Dyachuk (Jr.), Lyudmila Vasilievna Shkerina
57-64
Abstract: The article is devoted to dynamic adaptive testing of educational activity of high school students in Krasnoyarsk to solve mathematical problems of transformation of the graph of a quadratic function in electronic problem environments. Dynamic adaptive test simulator allowed to conduct: pre-test, diagnosing the level of residual knowledge of students; dynamic assessment of educational activities in the process of self-learning problem solving; post-test, diagnosing the level of training of students.
Keywords: dynamic assessment, educational activities, problematic environment, management, diagnostics.

Microlearning apps architecture with reliable knowledge evaluation and visual design of testing scenarios

Михаил Михайлович Абрамский, Алина Рустемовна Москиева, Рамиля Радиковна Нигматуллина
288-300
Abstract:

An approach for designing Microlearning Applications is presented. The dependency of reliability of knowledge evaluation from visual representation of testing questions. And architecture of system and working principle of developed instrument for designing adaptive tests and testing scenarios is shown.

Keywords: Microlearning, didactic unit, reliable knowledge evaluation, tests, adaptive testing, visual design of tests.

Development of an Adaptive System for Generating Game Quests and Dialogues Based on Large Language Models

Vsevolod Tarasovich Trofimchuk, Vlada Vladimirovna Kugurakova
953-993
Abstract:

This article addresses the problem of creating dynamic narrative systems for video games with real-time interactivity. It presents the development and testing of a GPT integration component for dialogue generation, which revealed a critical limitation of cloud-based solutions – a 30-second latency unacceptable for gameplay. A hybrid architecture of an adaptive system is proposed, combining LLMs with reinforcement learning mechanisms. Particular attention is given to solving the problems of game world consistency and managing long-term context of NPC interactions through a RAG approach. The transition to the Edge AI paradigm with the application of quantization methods to achieve a target latency of 200–500 ms is substantiated. Metrics for evaluating personalization and dynamic content adaptation have been developed.

Keywords: video games, large language models, LLM, dialogue generation, quest generation, adaptive quests, procedural content generation, agent behavior, game AI, machine learning in games.
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Russian Digital Libraries Journal

ISSN 1562-5419

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