<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-5546</journal-id>
<journal-title><![CDATA[Computación y Sistemas]]></journal-title>
<abbrev-journal-title><![CDATA[Comp. y Sist.]]></abbrev-journal-title>
<issn>1405-5546</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Centro de Investigación en Computación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-55462020000301029</article-id>
<article-id pub-id-type="doi">10.13053/cys-24-3-3180</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Sistema adaptativo para la generación de comportamientos emergentes en juegos serios emergentes]]></article-title>
<article-title xml:lang="en"><![CDATA[Adaptive System for the Generation of Emerging Behaviors in Serious Emerging Games]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Aguilar]]></surname>
<given-names><![CDATA[José]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
<xref ref-type="aff" rid="Aaf"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Altamiranda]]></surname>
<given-names><![CDATA[Junior]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Díaz]]></surname>
<given-names><![CDATA[Francisco]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de los Andes Facultad de Ingeniería ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Venezuela</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad EAFIT  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>09</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>09</month>
<year>2020</year>
</pub-date>
<volume>24</volume>
<numero>3</numero>
<fpage>1029</fpage>
<lpage>1051</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-55462020000301029&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-55462020000301029&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-55462020000301029&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: Un sistema de adaptación de videojuegos (SAV) para juegos serios emergentes (JSE), permite comportamientos emergentes en el juego, tales como la aparición de ambientes, eventos, narrativas y personajes, entre otros, con el fin de adaptarse al contexto en el que se esté desarrollando. En artículos anteriores se ha propuesto la arquitectura de un motor para JSE. Además, se ha propuesto un primer subsistema que permite la emergencia de un JSE según los objetivos del entorno, basado en el algoritmo de optimización de colonia de hormigas (ACO). En el presente trabajo, se especifica el segundo componente de dicha arquitectura, el SAV, el cual permite su adaptación dinámica (durante la realización del JSE). El SAV está compuesto por las subcapas de estrategias, secuencias y propiedades, que gestionan cada uno de esos tipos de emergencia posible en un JSE, con la intención de adaptarlo dinámicamente al contexto-dominio donde se está realizando el juego. Además, en este trabajo se analiza el comportamiento de dichas subcapas en un caso de estudio específico, mostrando resultados muy alentadores del SAV en el contexto educativo de un salón de clases inteligente (SaCI).]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: A video game adaptation system (SAV) for serious emergent games (JSE), allows emergent behaviors in the game, such as the appearance of environments, events, narratives and characters, among others, in order to adapt to the context in the one that is developing. In previous articles the architecture of a JSE engine has been proposed. Furthermore, a first subsystem has been proposed that allows the emergence of a JSE according to the objectives of the environment, based on the ant colony optimization algorithm (ACO). In the present work, the second component of said architecture is specified, the SAV, which allows its dynamic adaptation (during the JSE). The SAV is made up of the sub-layers of strategies, sequences and properties, which manage each of these types of possible emergencies in a JSE, with the intention of dynamically adapting it to the context-domain where the game is being played. Furthermore, in this work the behavior of these sublayers is analyzed in a specific case study, showing very encouraging results of SAV in the educational context of an intelligent classroom (SaCI).]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Juegos serios emergentes]]></kwd>
<kwd lng="es"><![CDATA[motor de juegos serios emergentes]]></kwd>
<kwd lng="es"><![CDATA[sistema de adaptación de videojuegos]]></kwd>
<kwd lng="es"><![CDATA[salón de clases inteligentes]]></kwd>
<kwd lng="es"><![CDATA[sistema clasificador difuso]]></kwd>
<kwd lng="es"><![CDATA[algoritmos culturales]]></kwd>
<kwd lng="es"><![CDATA[algoritmo de optimización de colonia de hormigas]]></kwd>
<kwd lng="en"><![CDATA[Serious emerging games]]></kwd>
<kwd lng="en"><![CDATA[serious emerging game engine]]></kwd>
<kwd lng="en"><![CDATA[video game adaptation system]]></kwd>
<kwd lng="en"><![CDATA[smart classroom]]></kwd>
<kwd lng="en"><![CDATA[fuzzy classifier system]]></kwd>
<kwd lng="en"><![CDATA[cultural algorithms]]></kwd>
<kwd lng="en"><![CDATA[ant colony optimization algorithm]]></kwd>
</kwd-group>
</article-meta>
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