125,718 research outputs found

    A class grammar for general games

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    While there exist a variety of game description languages (GDLs) for modelling various classes of games, these are aimed at game playing rather than the more particular needs of game design. This paper describes a new approach to general game modelling that arose from this need. A class grammar is automatically generated from a given library of source code, from the constructors and associated parameters found along its class hierarchy, to give a context-free grammar that provides access to the underlying code while hiding its implementation details

    Few-Shot Bayesian Imitation Learning with Logical Program Policies

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    Humans can learn many novel tasks from a very small number (1--5) of demonstrations, in stark contrast to the data requirements of nearly tabula rasa deep learning methods. We propose an expressive class of policies, a strong but general prior, and a learning algorithm that, together, can learn interesting policies from very few examples. We represent policies as logical combinations of programs drawn from a domain-specific language (DSL), define a prior over policies with a probabilistic grammar, and derive an approximate Bayesian inference algorithm to learn policies from demonstrations. In experiments, we study five strategy games played on a 2D grid with one shared DSL. After a few demonstrations of each game, the inferred policies generalize to new game instances that differ substantially from the demonstrations. Our policy learning is 20--1,000x more data efficient than convolutional and fully convolutional policy learning and many orders of magnitude more computationally efficient than vanilla program induction. We argue that the proposed method is an apt choice for tasks that have scarce training data and feature significant, structured variation between task instances.Comment: AAAI 202

    Ludii -- The Ludemic General Game System

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    While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic" general game system Ludii, which has the potential to provide an efficient tool for AI researchers as well as game designers, historians, educators and practitioners in related fields. Ludii defines games as structures of ludemes -- high-level, easily understandable game concepts -- which allows for concise and human-understandable game descriptions. We formally describe Ludii and outline its main benefits: generality, extensibility, understandability and efficiency. Experimentally, Ludii outperforms one of the most efficient Game Description Language (GDL) reasoners, based on a propositional network, in all games available in the Tiltyard GGP repository. Moreover, Ludii is also competitive in terms of performance with the more recently proposed Regular Boardgames (RBG) system, and has various advantages in qualitative aspects such as generality.Comment: Accepted at ECAI 202

    Teaching english vocabulary to the 4th grade students of elementary school in SDN Banjarsari I, Ngawi

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    This report is written based on the job training that has been done in SDN Banjaransari I, Ngawi. The objectives of this final project are to find out the method is used in teaching vocabulary to the 4th grade students and to find out the problems and the solutions in process of teaching and learning English vocabulary to the 4th grade students in SDN Banjaransari I, Ngawi. In writing this final report, the writer collected the data by observing the class and teaching directly in the classroom. Based on the analysis, some conclusions can be drawn. The teaching method used in SDN Banjaransari I is Grammar Translation Method. The students can practice to translate sentences from Indonesian sentences into English sentences or English sentences into Indonesian sentences. It will improve their skill in reading and writing. The teacher explains vocabulary with pictures, giving some games and exercises. During the job training and learning process, the teaching faces some problems of students in learning English. The problems are related with the teaching material, limited facilities, and student's condition. To solve the problems in teaching learning English, some strategies such as, the teacher tries to motivate students in learning English, chooses good materials, and gives games

    The Implementation of Communicative Language Teaching Approach in a Secondary School in Surabaya

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    This study is a qualitative study aimed to know the principles of CLT implemented and problems faced by a teacher in an English conversation class of eighth grades in S Secondary School. The data was taken through observation and interview. It was analyzed using Larsen-Freeman' (2000) and Brown's (2001) theories and supported by Li (1998) as cited in Ozsevik (2010). The findings revealed that out of sixteen principles, five principles were unachievable, namely using discourse language, being a facilitator, setting social context, having communicative interaction, and producing different utterances. Moreover, the main problem in implementing CLT comes from students' side, such as students' low English proficiency, passive style of learning, resistance to participate in communicative classroom activities, and lack of motivation for developing communicative competence. It can be concluded that CLT is a suitable approach in promoting communicative competence for learners as long as the teacher and the students are prepared

    A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers

    Technique of teaching vocrabulary to the 3rd Grade studentns in SDN 2 Jetis Karanganyar

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    This final project report is written based on the job training which has been carried out by the writer at SDN 02 Jetis Karanganyar within two months. The writer took the 3rd grade class as the subject to be observed. The objectives of this report are: 1. to describe technique used in teaching vocabulary to the 3rd grade students in SDN 02 Jetis Karanganyar. 2. To describe how effective of using techniques in vocabulary teaching learning process. In writing this final project report, the writer collected the data by observating the class, interviewing the teacher and teaching in the classroom directly. The writer used some techniques in teaching activity. All of the activities were done to find out the conclusion of the objectives. In conclusion, using techniques have some benefits in teaching vocabulary, such us: making the students enthusiastic, making English teaching learning process not to be monotonous, making good atmosphere in class, helping the teacher control the class condition and helping the students more understand and memorize of the mater ial. Creativity of the teacher for using techniques is the key to make teaching and learning activity exciting
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