Intelligent Gamified Therapy Using Dilated Residual Network and Bayesian Inference Learning Automaton based Reinforcement Learning for Emotional Regulation

Authors

  • Youseef Alotaibi Department of Software Engineering, College of Computing, Umm Al-Qura University, Makkah, 21955, Saudi Arabia https://orcid.org/0000-0002-0840-1867
  • Surendran Rajendran Department of Computer Science and Engineering, Saveetha School of Engineering, Saveetha Institute of Medical and Technical Sciences, Chennai, 602105, India

DOI:

https://doi.org/10.37256/cm.7120268185

Keywords:

gamified therapy, dilation, residual network, Bayesian inference, learning automaton, reinforcement learning, emotional and mental support

Abstract

Emotional well-being is essential for maintaining mental health, yet many individuals struggle with regulating negative emotions due to limited access to effective interventions. This study proposes a gamified digital therapy framework using the strategic board game Go to enhance emotional regulation and provide mental health support. The framework integrates a Dilated ResNeXt (Dil-ResNeXt) network for advanced spatial feature extraction and contextual learning, combined with a Bayesian Inference Learning Automaton (BInfLA)-based Reinforcement Learning model to dynamically adapt policies under uncertainty. Additionally, the Predictive Upper Confidence Bound applied to Trees (PUCT) algorithm is employed to improve decision-making efficiency in gameplay. Experimental evaluation demonstrates that the proposed system achieved a 12.8% increase in winning rate stability and improved technical balance scores by 15% compared with conventional AlphaGo-based models. A psychological assessment with 128 participants reported a 20% improvement in emotional regulation and a 17% reduction in anxiety levels. These findings indicate that the proposed framework significantly enhances user engagement and emotional well-being, providing a robust approach to digital mental health interventions.

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Published

2025-12-04