30,996 research outputs found

    Comparing Typical Opening Move Choices Made by Humans and Chess Engines

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    The opening book is an important component of a chess engine, and thus computer chess programmers have been developing automated methods to improve the quality of their books. For chess, which has a very rich opening theory, large databases of high-quality games can be used as the basis of an opening book, from which statistics relating to move choices from given positions can be collected. In order to find out whether the opening books used by modern chess engines in machine versus machine competitions are ``comparable'' to those used by chess players in human versus human competitions, we carried out analysis on 26 test positions using statistics from two opening books one compiled from humans' games and the other from machines' games. Our analysis using several nonparametric measures, shows that, overall, there is a strong association between humans' and machines' choices of opening moves when using a book to guide their choices.Comment: 12 pages, 1 figure, 6 table

    Aspects of opening play

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    In this paper, we study opening play in games. We show experiments using minimax and a semi-random player. In the experiment, we let each semi-random player use an opening-book, created by different player. Results show evidence for the following statements. The game length increases. Expert player against an intermediate player should not use an opening book in a tournament match. Some opening books are good for novices and some opening books are bad for novices. The game outcome will approach the outcome of the game when the opening book was created, and if a grandmaster creates the opening book then the outcome will be the same as the grandmaster’s

    Children and computers: the development of graphical user interfaces to improve the quality of interaction

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    The development of educational multimedia since 1994 has been characterised by a rapid expansion of new technologies. In the context of an exciting and controversial exploration of techniques, research into how children used computers in the classroom had been limited. The thesis therefore included a wide-ranging study into factors informing a deeper understanding of the way 5 to7-year-old school children use interactive computer programs. The thesis originated in contextual studies undertaken by the researcher in classrooms. The contextual research raised issues that are not the common ground of educational multimedia practitioners. These issues were explored in depth in the literature review. The thesis tested the potential improvements in interface design - an interactive educational CD-ROM using audio and visual resources from a BBC School Radio music series. The focus was not the music content or the teaching of the subject. The results of testing the research tool that used observation of groups of three children, interviews with individual children and teachers were summarised and improvements identified. The aim was to seek answers to the question 'How can the quality of computer interface interaction be improved?' Improvements were considered by enhancing the quality of interaction through greater depth of engagement by using the computer mouse to move icons on the computer screen. In the process of contextual research the following issues were raised: the need for teachers to have a method of mediating the content of educational CD-ROMs, the physiological demands made on children in terms of eye search; the difficulties they encountered using navigation metaphors; and the potential of pseudo 3-D perspective interfaces. The research re-evaluates the relationship between children and computers in the familiar context of groups of three children using computers in the primary classroom, and resulted in a coherent set of suggestions for a more effective holistic paradigm for the design of multimedia programs that takes into account practical realities in classroom environments. .

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work

    Teaching English using a multiple intelligences approach

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    This research was done to study the use of the Multiple Intelligences Approach (MIA) for teaching English especially for young learners. The participants of the study were fourth grade, primary school, students at Al–Imtiyaaz Islamic School in Banda Aceh and the study used a descriptive qualitative research method. The school English class emphasized the implementation of MIA for apperception and also used a variety of teaching-learning strategies. The data was obtained by direct observations, an interview with the teacher and document analysis. It was found that the apperception section in the MIA took longer than any of the other approaches. This was because the apperception section had four stages (alpha zone, warming up, pre–teaching, and scene setting). The function was to enable the teacher to figure out each student’s best conditions for learning. The result of this study showed that from observations at five meeting, the apperception took 20 to 25 minutes, the core activities took 55 to 60 minutes, and the closing took only 5 to 10 minutes. Furthermore, in the core activities, the dominant intelligences of the students were integrated using various learning strategies. The results also showed that the teacher combined more than two intelligences in teaching the English class. The verbal–linguistic intelligence was the main component of the English class and reached about 24%, the bodily–kinaesthetic and intrapersonal intelligences were each 19%, musical intelligence was 14%, and interpersonal intelligence was about 9%. Furthermore, logical, naturalist, and spatial–visual intelligences each had about5%. whilst existential intelligence was not found in this study (0%).

    Spartan Daily, February 25, 2020

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    Volume 154, Issue 14https://scholarworks.sjsu.edu/spartan_daily_2020/1013/thumbnail.jp

    Optimization of Image Processing Algorithms for Character Recognition in Cultural Typewritten Documents

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    Linked Data is used in various fields as a new way of structuring and connecting data. Cultural heritage institutions have been using linked data to improve archival descriptions and facilitate the discovery of information. Most archival records have digital representations of physical artifacts in the form of scanned images that are non-machine-readable. Optical Character Recognition (OCR) recognizes text in images and translates it into machine-encoded text. This paper evaluates the impact of image processing methods and parameter tuning in OCR applied to typewritten cultural heritage documents. The approach uses a multi-objective problem formulation to minimize Levenshtein edit distance and maximize the number of words correctly identified with a non-dominated sorting genetic algorithm (NSGA-II) to tune the methods' parameters. Evaluation results show that parameterization by digital representation typology benefits the performance of image pre-processing algorithms in OCR. Furthermore, our findings suggest that employing image pre-processing algorithms in OCR might be more suitable for typologies where the text recognition task without pre-processing does not produce good results. In particular, Adaptive Thresholding, Bilateral Filter, and Opening are the best-performing algorithms for the theatre plays' covers, letters, and overall dataset, respectively, and should be applied before OCR to improve its performance.Comment: 25 pages, 4 figure
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