65,840 research outputs found
Artificial Intelligent in Congkak Game
Computer games provide a challenge for mankind. A way to demonstrate the mastery
over the concept of intelligence. It is through a continual need to improve the artificial
intelligence in computer games that man also finds a way to examine the creativity.
Developments in the artificial intelligence of computer games have shown remarkable
improvement as new genres of games have been created with new advances in the
technology. Newer more complex and adaptable games demonstrate an increased
understanding of intelligence and furnish entertaining benchmarks of our own ability.
Congkak is a traditional game that is unique and famous in the early days. The game has
certain properties that make ideal subjects for the research of AI technologies. It has a
structured rules and tactics which are appropriate to generate the search space and
liberated the research from the uncertainty and complexities inherent in less structured
problems. With the science that is concerned with the automation ofintelligent behavior,
though, this game has some advantages that hopefolly can introduce artificial intelligent
system. For traditional game such as congkak, there is actually lack ofunderstanding the
AI concept or methods used in the game. To be specific there is also lack oftraditional
game in computer gaming market. The used of heuristic techniques is required for
determining what alternatives to explore in the problem space. Heuristic technique is a
major area ofAI research and it is useful for checking the best way to win or to protect
from losing. Most ofushave some experience with this game and it is possible to devise
and test the effectiveness of our own heuristics. For this reasons, congkak will provide a
rich domain for the study of heuristic search.
The study will also include research on interface development and performance wise.
Basically, the intention of this study is to create a general and basic concept of an
artificial intelligent technique that can be applied in traditional Malaysian game
Recommended from our members
Infinite majesty : disabled and athletic métis in David Foster Wallace’s tennis writing
As John Jeremiah Sullivan remarks in his introduction to String Theory, a collection of David Foster Wallace’s essays on tennis, tennis “may be [Wallace’s] most consistent theme at the surface level.” As once an elite junior professional himself, Wallace reflects on and writes from his own involvement in the sport, with the conditioning, strategy, and body-mind training that goes into it. In other essays of String Theory, Wallace reaches beyond his personal playing experience, observes professional tennis players with their incredible grace, and creates his own tennis playing students in Infinite Jest. Throughout these fictional and nonfictional accounts, he conceptualizes what such eminent athleticism entails. This paper will show that celebrated athleticism in Wallace’s work exhibits an embodimental métis, or an acute, crafty body-mind knowledge of its movement through space. Beyond only characterizing athletic movement, however, this paper argues that the same concept of métis extends to people with disabilities, including characters with disabilities in Infinite Jest. The same hyperawareness of corporeality, versatile methods of adjusting to oppositional contexts, and extraordinary complexity are shared by both groups. Using rhetorical scholarship on métis and disability theories of embodiment and social representation, this paper will draw parallels between the moving body-minds of athletic and disabled bodies and trace the implications of this analogy for Wallace’s work and disability studies.Englis
Learning and Games
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter, I argue that good video games recruit good learning and that a game's design is inherently connected to designing good learning for players. I start with a perspective on learning now common in the Learning Sciences that argues that people primarily think and learn through experiences they have had, not through abstract calculations and generalizations. People store these experiences in memory -- and human long-term memory is now viewed as nearly limitless -- and use them to run simulations in their minds to prepare for problem solving in new situations. These simulations help them to form hypotheses about how to proceed in the new situation based on past experiences. The chapter also discusses the conditions experience must meet if it is to be optimal for learning and shows how good video games can deliver such optimal learning experiences. Some of the issues covered include: identity and learning; models and model-based thinking; the control of avatars and "empathy for a complex system"; distributed intelligence and cross-functional teams for learning; motivation, and ownership; emotion in learning; and situated meaning, that is, the ways in which games represent verbal meaning through images, actions, and dialogue, not just other words and definitions
The Garden of the Heart: HeartMath - The New Biotechnology for Treating Children with ADD/ADHD and Arrhythmia
This article gives a practitioner's account of her success using HeartMath's techniques and emWave(R) PC heart rhythm coherence feedback system in treating children with AD/HD. Dr. St. Martin's report describes how she helped nearly 400 children eliminate their need for medication using the emWave(R) PC and HeartMath tools
Adventures in Learning: Creating Role Playing Video Games to Teach and Learn Economics
This article examines pedagogical lessons derived from the learning theory embodied in commercially successfully video games and their link to reported increases in 'fluid intelligence' of student populations. The scholarly literature in this area is reviewed in order to elicit practical principles by which to guide the development of instructional video game modules for the teaching of economics. The authors' experiences in developing and pilot testing such a module, and in subsequently guiding student research efforts to develop an additional module, are then reviewed. The paper concludes that harnessing the benefits of video game technologies in the service of teaching and learning economics is both pedagogically sound and feasible for individual instructors.
Recommended from our members
The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice
Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery. Such experiences are considered important in the rehabilitation of forensic clients. The findings from videogame research within a general population are compared with those among mental health and forensic clients. Within the general population, videogames may provide opportunities for social interaction and the expression of creativity and humour as well as offering a graded approach to building computer skills. Within a forensic population, videogames have been found to be a normalising, age-appropriate and culturally appropriate activity, useful in engaging clients and improving self-concept and locus of control. The findings suggest that videogame play offers access to a safe virtual environment that encourages exploration and mastery and that it may be a useful therapeutic tool in secure settings where such opportunities are often limited. The use and potential contraindications of videogames within a forensic setting, the content of certain games and their possible influence on behaviour and the implications for future research are also discussed
- …