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Synthesis: Interactive assessments generate sequential process data that conventional item response models (IRT) cannot adequately handle. This paper proposes a reinforcement learning measurement model that links action choices to state-action values, extending beyond existing MDP-based measurement approaches. The model addresses the gap between traditional static assessment models and the dynamic, interactive nature of modern computer-based assessments. It builds on prior work (LaMar, 2018) but improves reliability of estimates for interactive assessments where students' action sequences carry diagnostic information.

Connections to AIED

This work directly extends Interpretable Knowledge Tracing by replacing static IRT with a dynamic RL-based approach. It connects to Assessment by providing a new framework for scoring interactive assessments that capture student Problem Solving processes rather than just final answers.

The approach also relates to Knowledge Tracing and Learning Analytics as it extracts diagnostic signals from interaction data that go beyond traditional performance metrics. As a psychometric advance, it supports Psychometrically Aware AI design in which interaction traces are modeled as state-action trajectories rather than collapsed into single scores.

What this means for practice

  • Researchers. Before scaling an interactive assessment, check whether the tabular MDP measurement model is still estimable: on the four peg-solitaire boards the RLMM cut RMSE in recovering log β by roughly one-third on the smallest board and more than two-thirds on the diamond board, with speedups from 2.1× to 19.1× as board complexity grew.
  • Researchers. Use the step-level influence diagnostics to locate the decision points that carry the most information about a person, then treat those steps as the ones worth instrumenting or scaffolding; on the Big-L board, the lowest-β participants showed substantially larger influence values at steps 3-8.
  • Assessment professionals. Keep β as a measurement parameter rather than a prediction score. The RLMM keeps a value-based choice-consistency interpretation through a Boltzmann choice rule and a soft Bellman-consistency penalty, so scores from IRT and MDP-based systems can be compared on a shared, interpretable scale.
  • Assessment professionals. Expect psychometrically aware assessment design to require explicit modeling decisions in open-ended environments: the analyst must define states, actions, and rewards, and those choices are less transparent than in a constrained puzzle task.
  • Designers. Log sparse, well-chosen decision steps rather than every click if you plan to fit this model — the empirical pipeline retained 8,474 transitions from 106,315 raw ones by filtering out flat or incidental behavior.

Limitations

  • The simulation evidence comes from only four peg-solitaire boards with J = 200 simulated students each, all inherited from the design of LaMar (2018), so it tests the model on one task family.
  • The empirical AQUALAB study cannot provide ground-truth parameter recovery; it supports the model only through positive associations between β̂ and cumulative reward, completion, and efficiency.
  • The model uses a single positive ability parameter, which cannot capture multidimensional differences such as strategy selection, task persistence, or exploration patterns.
  • The empirical sample is episode-level (1,133 episodes reduced from 106,315 raw transitions) because some users appear in multiple gameplay sessions and the logs do not support clean aggregation of all behavior into one trajectory.

Citation

Xu, W., & Ji, F. (2026). Reinforcement learning measurement model.

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