57,645 research outputs found

    A Refinement-Based Heuristic Method for Decision Making in the Context of Ayo Game

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    Games of strategy, such as chess have served as a convenient test of skills at devising efficient search algorithms, formalizing knowledge, and bringing the power of computation to bear on “intractable” problems. Generally, minimax search has been the fundamental concept of obtaining solution to game problems. However, there are a number of limitations associated with using minimax search in order to offer solution to Ayo game. Among these limitations are: (i.) improper design of a suitable evaluator for moves before the moves are made, and (ii.) inability to select a correct move without assuming that players will play optimally. This study investigated the extent to which the knowledge of minimax search technique could be enhanced with a refinement-based heuristic method for playing Ayo game. This is complemented by the CDG (an end game strategy) for generating procedures such that only good moves are generated at any instance of playing Ayo game by taking cognizance of the opponent strategy of play. The study was motivated by the need to advance the African board game – Ayo – to see how it could be made to be played by humans across the globe, by creating both theoretical and product-oriented framework. This framework provides local Ayo game promotion initiatives in accordance with state-of-the-art practices in the global game playing domain. In order to accomplish this arduous task, both theoretical and empirical approaches were used. The theoretical approach reveals some mathematical properties of Ayo game with specific emphasis on the CDG as an end game strategy and means of obtaining the minimal and maximal CDG configurations. Similarly, a theoretical analysis of the minimax search was given and was enhanced with the Refinement-based heuristics. For the empirical approach, we simulated Ayo game playing on a digital viii computer and studied the behaviour of the various heuristic metrics used and compared the play strategies of the simulation with AWALE (the world known Ayo game playing standard software). Furthermore, empirical judgment was carried out on how experts play Ayo game as a means of evaluating the performance of the heuristics used to evolve the Ayo player in the simulation which gives room for statistical interpretation. This projects novel means of solving the problem of decision making in move selections in computer game playing of Ayo game. The study shows how an indigenous game like Ayo can generate integer sequence, and consequently obtain some self-replicating patterns that repeat themselves at different iterations. More importantly, the study gives an efficient and usable operation support tools in the prototype simulation of Ayo game playing that has improvement over Awal

    An Empirical Judgment of Computer Simulated Ayo Game for Decision Making

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    Decision making plays an important role in the life of every living creature. Virtually on daily basis, people must make one or more decision. A faulty decision can lead to defeat in any competition. This paper presents the process of making decisions on the basis of knowledge of game playing as a major key in defining human characteristics. We simulated Ayo game playing on a digital computer and empirically evaluated the behavior of the prototype simulation. Empirical judgment was carried out on how experts play Ayo game as a means of evaluating the performance of the heuristics used to evolve the Ayo player in the simulation. A paper-based questionnaire was designed and administered to the Ayo game players which were used for the assessments of players’ perceptions of the prototype simulation, which gives room for statistical interpretation. This projects a novel means of solving the problem of decision making in move selections in computer game-playing of Ayo game

    Information Technology: Trends and Applications in Science and Business

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    Computer Literacy: Operations and Appreciation

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    Design of a secure unified e-payment system in Nigeria: A case study

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    The automatic teller machine (ATM) is the most widely used e-Payment instrument in Nigeria. It is responsible for about 89% (in volume) of all e-Payment instruments since 2006 to 2008. Some customers have at least two ATM cards depending on the number of accounts operated by them and they represent the active users of the ATM cards. Furthermore, identity theft has been identified as one of the most prominent problems hindering the wider adoption of e-Business, particularly e-Banking, hence the need for a more secure platform of operation. Therefore, in this paper we propose a unified (single) smart card-based ATM card with biometric-based cash dispenser for all banking transactions. This is to reduce the number of ATM cards carried by an individual and the biometric facility is to introduce another level of security in addition to the PIN which is currently being used. A set of questionnaire was designed to evaluate the acceptability of this concept among users and the architecture of the proposed system is presented

    Penggunaan Satuan Lingual Aspek Dan Modalitas Dalam Novel Sekolah, Ayo Sekolah! karya Wiwid Prasetyo

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    Pada penelitian ini ada dua tujuan. 1. Mengidentifikasi jenis satuan lingual berupa aspek yang digunakan dalam novel Sekolah, Ayo Sekolah!. 2. Mengidentifikasi jenis satuan lingual modalitas yang digunakan dalam novel Sekolah, Ayo Sekolah!. Jenis penelitian ini adalah analisis deskriptif kualitatif. Objek penelitian ini adalah novel Sekolah, Ayo Sekolah!. Wujudnya adalah penggunaan satuan lingual aspek dan modalitas. Sumber data dalam penelitian ini adalah bahasa bahasa yang digunakan dalam novel Sekolah, Ayo Sekolah!. Pengumpulan data dalam penelitian ini menggunakan metode simak dan catat. Berdasarkan hasil analisis data ada dua hal yang disajikan dalam simpulan. 1. Ditemukan aspektualitas: a) aspek kontinuatif, b) inseptif, c) progresif, d) repetitif, e) perfektif, f) imperfiktif, dan g) aspek sesatif. 2. Ditemukanmodalitas: a) modalitas intensional, b) epistemik, c) deontik, d) dinamik, dan e) modalitas aleti

    Palaeomagnetic stratigraphy of pliocene continental deposits of the bolivian Altiplano

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    Les dépots fluviolacustres post-Miocène de l'Altiplans bolivien ont été échantillonnés sur une section de 400 m. dans les bassins de la Paz et de Ayo Ayo. Leur étude permet d'établir un schéma magnétostratigraphique pour des interprétations chonostratigraphiques

    Practical Computing with QBasic

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