How to create a Bayesian network?
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I have a question regarding a research article titles "Modeling Individualization in a Bayesian Networks Implementation of Knowledge Tracing". I am trying to create a bayesian network for the model shown in this paper.
As per my understanding there is a parent node called prior knowledge
, which has three child nodes namely guess rate
, slip rate
, and learn rate
. These three nodes have a common child called question node
which has two states called 'correct' and 'incorrect', depending on whether the answer to question is correct or not.
I have another viewpoint, which relates more to the figure 1 from the article, as shown below. In this view, there are three nodes. Student node
, which is specific to a student and governs the prior knowledge parameter. A knowledge node (K)
which has two states determining the knowledge/skill is obtained or not. A question node (Q)
which again has two states, related to whether the question is answered correctly or not. Transition from K
to Q
is governed by the guess and slip rates, i.e. even if a student has the knowledge they can slip the question (answer it wrong) and despite being no skill they may answer it correctly (guess correctly).
I am making an educational video game and have no prior practical experience with the Bayesian networks. My game has 5 levels, each level has a quiz in the end. I will ask a question in the beginning of each level to gauge their prior knowledge, so that I do not have to assign a random or same value for the prior knowledge parameter for all the students. I am planning to assign a value of 0.5 to each of the guess, slip and learn rates in the beginning. As the student answers the first question I need to re-adjust the values of the guess, slip and learn rates. I will then use these to adjust the game play to show more or better hints, and basically adjust the game to the level of the student. However, I am stuck right now and despite reading a lot I am not able to figure out how to go about this.
PS: I have made the game in unity and planning to use the infer.net framework for running Bayesian inference.
bayesian bayesian-network
add a comment |Â
up vote
0
down vote
favorite
I have a question regarding a research article titles "Modeling Individualization in a Bayesian Networks Implementation of Knowledge Tracing". I am trying to create a bayesian network for the model shown in this paper.
As per my understanding there is a parent node called prior knowledge
, which has three child nodes namely guess rate
, slip rate
, and learn rate
. These three nodes have a common child called question node
which has two states called 'correct' and 'incorrect', depending on whether the answer to question is correct or not.
I have another viewpoint, which relates more to the figure 1 from the article, as shown below. In this view, there are three nodes. Student node
, which is specific to a student and governs the prior knowledge parameter. A knowledge node (K)
which has two states determining the knowledge/skill is obtained or not. A question node (Q)
which again has two states, related to whether the question is answered correctly or not. Transition from K
to Q
is governed by the guess and slip rates, i.e. even if a student has the knowledge they can slip the question (answer it wrong) and despite being no skill they may answer it correctly (guess correctly).
I am making an educational video game and have no prior practical experience with the Bayesian networks. My game has 5 levels, each level has a quiz in the end. I will ask a question in the beginning of each level to gauge their prior knowledge, so that I do not have to assign a random or same value for the prior knowledge parameter for all the students. I am planning to assign a value of 0.5 to each of the guess, slip and learn rates in the beginning. As the student answers the first question I need to re-adjust the values of the guess, slip and learn rates. I will then use these to adjust the game play to show more or better hints, and basically adjust the game to the level of the student. However, I am stuck right now and despite reading a lot I am not able to figure out how to go about this.
PS: I have made the game in unity and planning to use the infer.net framework for running Bayesian inference.
bayesian bayesian-network
may be you can ask this at stats.stackexchange.com which seems to be more apt
â dineshdileep
Jul 31 at 15:27
ok. I will post it there Thank you for letting me know
â vipin8169
Jul 31 at 15:28
add a comment |Â
up vote
0
down vote
favorite
up vote
0
down vote
favorite
I have a question regarding a research article titles "Modeling Individualization in a Bayesian Networks Implementation of Knowledge Tracing". I am trying to create a bayesian network for the model shown in this paper.
As per my understanding there is a parent node called prior knowledge
, which has three child nodes namely guess rate
, slip rate
, and learn rate
. These three nodes have a common child called question node
which has two states called 'correct' and 'incorrect', depending on whether the answer to question is correct or not.
I have another viewpoint, which relates more to the figure 1 from the article, as shown below. In this view, there are three nodes. Student node
, which is specific to a student and governs the prior knowledge parameter. A knowledge node (K)
which has two states determining the knowledge/skill is obtained or not. A question node (Q)
which again has two states, related to whether the question is answered correctly or not. Transition from K
to Q
is governed by the guess and slip rates, i.e. even if a student has the knowledge they can slip the question (answer it wrong) and despite being no skill they may answer it correctly (guess correctly).
I am making an educational video game and have no prior practical experience with the Bayesian networks. My game has 5 levels, each level has a quiz in the end. I will ask a question in the beginning of each level to gauge their prior knowledge, so that I do not have to assign a random or same value for the prior knowledge parameter for all the students. I am planning to assign a value of 0.5 to each of the guess, slip and learn rates in the beginning. As the student answers the first question I need to re-adjust the values of the guess, slip and learn rates. I will then use these to adjust the game play to show more or better hints, and basically adjust the game to the level of the student. However, I am stuck right now and despite reading a lot I am not able to figure out how to go about this.
PS: I have made the game in unity and planning to use the infer.net framework for running Bayesian inference.
bayesian bayesian-network
I have a question regarding a research article titles "Modeling Individualization in a Bayesian Networks Implementation of Knowledge Tracing". I am trying to create a bayesian network for the model shown in this paper.
As per my understanding there is a parent node called prior knowledge
, which has three child nodes namely guess rate
, slip rate
, and learn rate
. These three nodes have a common child called question node
which has two states called 'correct' and 'incorrect', depending on whether the answer to question is correct or not.
I have another viewpoint, which relates more to the figure 1 from the article, as shown below. In this view, there are three nodes. Student node
, which is specific to a student and governs the prior knowledge parameter. A knowledge node (K)
which has two states determining the knowledge/skill is obtained or not. A question node (Q)
which again has two states, related to whether the question is answered correctly or not. Transition from K
to Q
is governed by the guess and slip rates, i.e. even if a student has the knowledge they can slip the question (answer it wrong) and despite being no skill they may answer it correctly (guess correctly).
I am making an educational video game and have no prior practical experience with the Bayesian networks. My game has 5 levels, each level has a quiz in the end. I will ask a question in the beginning of each level to gauge their prior knowledge, so that I do not have to assign a random or same value for the prior knowledge parameter for all the students. I am planning to assign a value of 0.5 to each of the guess, slip and learn rates in the beginning. As the student answers the first question I need to re-adjust the values of the guess, slip and learn rates. I will then use these to adjust the game play to show more or better hints, and basically adjust the game to the level of the student. However, I am stuck right now and despite reading a lot I am not able to figure out how to go about this.
PS: I have made the game in unity and planning to use the infer.net framework for running Bayesian inference.
bayesian bayesian-network
asked Jul 31 at 15:24
vipin8169
11414
11414
may be you can ask this at stats.stackexchange.com which seems to be more apt
â dineshdileep
Jul 31 at 15:27
ok. I will post it there Thank you for letting me know
â vipin8169
Jul 31 at 15:28
add a comment |Â
may be you can ask this at stats.stackexchange.com which seems to be more apt
â dineshdileep
Jul 31 at 15:27
ok. I will post it there Thank you for letting me know
â vipin8169
Jul 31 at 15:28
may be you can ask this at stats.stackexchange.com which seems to be more apt
â dineshdileep
Jul 31 at 15:27
may be you can ask this at stats.stackexchange.com which seems to be more apt
â dineshdileep
Jul 31 at 15:27
ok. I will post it there Thank you for letting me know
â vipin8169
Jul 31 at 15:28
ok. I will post it there Thank you for letting me know
â vipin8169
Jul 31 at 15:28
add a comment |Â
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may be you can ask this at stats.stackexchange.com which seems to be more apt
â dineshdileep
Jul 31 at 15:27
ok. I will post it there Thank you for letting me know
â vipin8169
Jul 31 at 15:28