396 research outputs found

    Puzzles for Learning Model Checking, Model Checking for Programming Puzzles, Puzzles for Testing Model Checkers

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    Paper discuss some issues related to model checking: (1) early model checking teaching via games, (2) utility of model checking and games for solving puzzles, (3) importance of games for validation of model checkers. Basic ideas are illustrated by a model checking based solution for a complicated puzzle how to identify a unique false coin among given ones balancing them limited times.

    Dagstuhl News January - December 2001

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    "Dagstuhl News" is a publication edited especially for the members of the Foundation "Informatikzentrum Schloss Dagstuhl" to thank them for their support. The News give a summary of the scientific work being done in Dagstuhl. Each Dagstuhl Seminar is presented by a small abstract describing the contents and scientific highlights of the seminar as well as the perspectives or challenges of the research topic

    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

    Multimedia in Computer-Assisted Language Learning

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    This paper will investigate the theoretical foundation behind the use of multimedia in language learning and give an overview of guidelines for creating an effective learning environment using multimedia. Examples will be given of how CALL was used for achieving different study goals, i.e. improving different aspects of language knowledge. After defining CALL and multimedia, which are the key concepts in this paper, related cognitive theories will be presented. These cognitive theories provide the basis for multimedia learning, which is the usual type of learning with the aid of a computer. Furthermore, phases of CALL will be presented in order to show how the field developed over time. Since multimedia materials have a crucial role in CALL, guidelines will be given for the successful implementation of multimedia into material for learning languages. The process of learning a language with multimedia will also be explained. Apart from that, the role of animation in CALL will be researched. Features of CALL will be discussed. However, the paper will focus on vocabulary acquisition with the aid of computer. Lastly, the concept of e-learning in relation with language learning will be researched in addition to giving an overview of other uses for computers in language learning

    Inappropriate learning strategies in young children: an evaluative study of a remedial method

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    SIGLEAvailable from British Library Document Supply Centre- DSC:D35390/81 / BLDSC - British Library Document Supply CentreGBUnited Kingdo

    Toward Using Games to Teach Fundamental Computer Science Concepts

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    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics

    Ludii as a Competition Platform

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    Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform

    Proof of Latency Using a Verifiable Delay Function

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    In this thesis I present an interactive public-coin protocol called Proof of Latency (PoL) that aims to improve connections in peer-to-peer networks by measuring latencies with logical clocks built from verifiable delay functions (VDF). PoL is a tuple of three algorithms, Setup(e, λ), VCOpen(c, e), and Measure(g, T, l_p, l_v). Setup creates a vector commitment (VC), from which a vector commitment opening corresponding to a collaborator's public key is taken in VCOpen, which then gets used to create a common reference string used in Measure. If no collusion gets detected by neither party, a signed proof is ready for advertising. PoL is agnostic in terms of the individual implementations of the VC or VDF used. This said, I present a proof of concept in the form of a state machine implemented in Rust that uses RSA-2048, Catalano-Fiore vector commitments and Wesolowski's VDF to demonstrate PoL. As VDFs themselves have been shown to be useful in timestamping, they seem to work as a measurement of time in this context as well, albeit requiring a public performance metric for each peer to compare to during the measurement. I have imagined many use cases for PoL, like proving a geographical location, working as a benchmark query, or using the proofs to calculate VDFs with the latencies between peers themselves. As it stands, PoL works as a distance bounding protocol between two participants, considering their computing performance is relatively similar. More work is needed to verify the soundness of PoL as a publicly verifiable proof that a third party can believe in.Tässä tutkielmassa esitän interaktiivisen protokollan nimeltä Proof of latency (PoL), joka pyrkii parantamaan yhteyksiä vertaisverkoissa mittaamalla viivettä todennettavasta viivefunktiosta rakennetulla loogisella kellolla. Proof of latency koostuu kolmesta algoritmista, Setup(e, λ), VCOpen(c, e) ja Measure(g, T, l_p, l_v). Setup luo vektorisitoumuksen, josta luodaan avaus algoritmissa VCOpen avaamalla vektorisitoumus indeksistä, joka kuvautuu toisen mittaavan osapuolen julkiseen avaimeen. Tätä avausta käytetään luomaan yleinen viitemerkkijono, jota käytetään algoritmissa Measure alkupisteenä molempien osapuolien todennettavissa viivefunktioissa mittaamaan viivettä. Jos kumpikin osapuoli ei huomaa virheitä mittauksessa, on heidän allekirjoittama todistus valmis mainostettavaksi vertaisverkossa. PoL ei ota kantaa sen käyttämien kryptografisten funktioiden implementaatioon. Tästä huolimatta olen ohjelmoinut protokollasta prototyypin Rust-ohjelmointikielellä käyttäen RSA-2048:tta, Catalano-Fiore--vektorisitoumuksia ja Wesolowskin todennettavaa viivefunktiota protokollan esittelyyn. Todistettavat viivefunktiot ovat osoittaneet hyödyllisiksi aikaleimauksessa, mikä näyttäisi osoittavan niiden soveltumisen myös ajan mittaamiseen tässä konteksissa, huolimatta siitä että jokaisen osapuolen tulee ilmoittaa julkisesti teholukema, joka kuvaa niiden tehokkuutta viivefunktioiden laskemisessa. Toinen osapuoli käyttää tätä lukemaa arvioimaan valehteliko toinen viivemittauksessa. Olen kuvitellut monta käyttökohdetta PoL:lle, kuten maantieteellisen sijainnin todistaminen, suorituskykytestaus, tai itse viivetodistuksien käyttäminen uusien viivetodistusten laskemisessa vertaisverkon osallistujien välillä. Tällä hetkellä PoL toimii etäisyydenmittausprotokollana kahden osallistujan välillä, jos niiden suorituskyvyt ovat tarpeeksi lähellä toisiaan. Protokolla tarvitsee lisätutkimusta sen suhteen, voiko se toimia uskottavana todistuksena kolmansille osapuolille kahden vertaisverkon osallistujan välisestä viiveestä
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