Quiz design is a tedious process that teachers undertake to evaluate the acquisition of knowledge by students. Our goal in this paper is to automate quiz composition from a set of multiple choice questions (MCQs). We formalize a generic sequential decision-making problem with the goal of training an agent to compose a quiz that meets the desired topic coverage and difficulty levels. We investigate DQN, SARSA and A2C/A3C, three reinforcement learning solutions to solve our problem. We run extensive experiments on synthetic and real datasets that study the ability of RL to land on the best quiz. Our results reveal subtle differences in agent behavior and in transfer learning with different data distributions and teacher goals. This was supported by our user study, paving the way for automating various teachers' pedagogical goals.
Figures & tables
Figure 1. MCQs used to generate quizzes.
Dataset
Description
#MCQs
#Topics
#Diff. levels
MeD
generated using MedGemma 9B 1 1 1 For anonymity reasons, we omit citing the original paper. It will be added after acceptance. based on medical documents from the UNESS https://entrainement-ecn.uness.fr/ platform for training medical professionals.
1500+
111 topics from which we sampled 10 topics, e.g., Cardiology, Rhumatology.
The difficulty level of each MCQ has a numerical scale within [1,5] , 1 being the easiest.
Math ( 2 )
collected from MathE https://mathe.ipb.pt/ an e-learning platform for enhancing mathematical skills in higher education and supporting autonomous MCQ-based learning.
1900+
15 topics from which we sampled 10 topics, e.g., Linear Algebra, Probabilities.
The difficulty level of each MCQ on a increasing scale within [1,6] .
Figure 2. Evolution of max Q -function across training iterations of DQN on target Tuniform for different datasets and α values.
Figure 3. Evolution of learned actions per episode during DQN training on target Tuniform for Uniform dataset.
Algos
α
Uniform
BiasedTopic
BiasedLevel
DQN
0
0.896
0.903
0.888
0.25
0.877
0.880
0.885
0.5
0.870
0.870
0.862
0.75
0.868
0.860
0.860
1
0.877
0.851
0.869
Oracle
0
0.998
0.997
1.000
Table 3. Average similarity with target Tuniform for all Synthetic datasets.
Figure 4. Evolution of learned actions per episode during DQN training on target Tbias for Uniform dataset.
Figure 5. Examples of agent trajectories in Uniform dataset using UMAP 2D projection.
Data
Algos
α
0
0.25
0.5
0.75
1
MeD
DQN
0.918
0.878
0.871
0.860
0.893
SARSA
0.911
0.880
0.876
0.870
0.852
A2C
0.907
0.877
0.869
0.861
0.886
A3C
0.910
0.880
0.869
0.866
0.899
Oracle
1.000
0.978
0.977
0.988
1.000
Table 4. Average similarity with target for all agents in real datasets when finding Tuniform .
Data
Algos
# Iterations
Time (sec)
MeD
DQN
20
0.04
SARSA
29
0.07
A2C
25
0.05
A3C
17
0.04
Oracle
10000
5.22
Math
DQN
31
0.07
Table 5. Average #iterations and time to find target Tuniform .
Figure 6. Evolution of number of iterations and similarity to target based on reward threshold for MeD dataset.
Training target
Inference target
Algos
Similarity w/target
#Iter
Tuniform
Tbias
DQN
0.756
100
SARSA
0.791
100
A2C
0.800
83
A3C
0.775
95
Oracle
0.888
10000
Tbias
Tuniform
DQN
0.866
24
Table 6. Average similarity and # Iter (iterations) for transferring the learning of agents across targets on Math with α=0.5 .
Training data
Inference data
Algos
Similarity w/target
#Iter
MeD
Math
DQN
0.877
12
SARSA
0.881
8
A2C
0.865
16
A3C
0.864
11
Oracle
0.956
10000
Math
MeD
DQN
0.868
20
Table 7. Average similarity and # Iter (Iterations) for transferring the learning of agents across datasets on Tuniform with α=0.5 .
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 7. Projection of high-dimensional states in 2D with UMAP: a) Uniform dataset with α=0.5 ; b) BiasedTopic dataset with α=1 ; c) BiasedLevel dataset with α=0 .
Figure 8. Evolution of topicMatch and diffMatch across training episodes of DQN on target Tuniform for Uniform dataset, with smoothing window of size 100.
Figure 9. Examples of agent trajectories in Uniform dataset using UMAP 2D projection following reward R1 (direct similarity reward); the colors of the agent trajectory represent the inference timeline, where time shifts from lighter to darker colors.
Figure 10. Examples of agent trajectories in Uniform dataset using UMAP 2D projection following reward R2 (progress-based reward).
Figure 11. Examples of agent trajectories in Uniform dataset using 2D projection with topicMatch and diffMatch following reward R1 (direct similarity reward).
Figure 12. Examples of agent trajectories in Uniform dataset using 2D projection with topicMatch and diffMatch following reward R2 (progress-based reward).
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.
Centro de Investigación Avanzada en Educación (CIAE) Instituto de Estudios Avanzados en Educación (IE) Universidad de Chile. · Departamento de Evaluación Medición y Registro Educacional (DEMRE) Universidad de Chile. · Centro de Modelamiento Matemático (CMM) Universidad de Chile. +1