65,840 research outputs found

    Artificial Intelligent in Congkak Game

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    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

    Learning and Games

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    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

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    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

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    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.
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