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Dismath: Discrete Math Gamified Educational Tool in Logic with Minimax Algorithm and Pruning

机译:争议:采用Minimax算法和修剪功能的逻辑离散数学游戏教学工具

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This paper presents the design and development of Dismath, a gamified educational tool for propositional logic introduction to undergraduate computer engineering students. Additionally, an artificial intelligence (AI) agent is developed for the proposed Dismath game based on minimax tree search with alpha-beta pruning (MMAB). Dismath is an international checker variant inspired by Damath game in which operations are defined in every checkerboard positions. Thus, the final score is not only dependent on the pieces left but also in the operation results. In a capture move, the jumping chip is the first operand, the captured piece acts as the second operand, and the operation defined in the destination block where the chip landed after the jump is utilized for the binary operation. Instead of arithmetic operators, Dismath designates logical connectives on the checkerboard. All white and black pieces were assigned true and false truth values. For scoring, a true (T) and a false (F) truth values are calculated as +1 and -1, while a dama or king chip is valued +2 and -2 for White and Black pieces, respectively. If the game ends with a positive value, then white wins; otherwise black wins, unless the score is zero in which the outcome is draw. Board balancing experiments were conducted using the win-win ratio between the two random players as evaluation metric. Furthermore, the MMAB agent was characterized against a random player baseline. The results showed dominant performance of MMAB AI agent in proposed Dismath game losing only at depth equal to 1. Overall, this result is promising on its own demonstrating the automated gameplay of the proposed Dismath educational tool for logic introduction.
机译:本文介绍了Dismath的设计和开发,Dismath是一种向本科计算机工程专业学生介绍命题逻辑的游戏化教育工具。此外,针对具有基于alpha-beta修剪(MMAB)的最小极大树搜索的拟议Dismath游戏,开发了一种人工智能(AI)代理。 Dismath是受Damath游戏启发的国际跳棋变体,其中在每个棋盘位置上都定义了操作。因此,最终分数不仅取决于剩余的碎片,而且还取决于操作结果。在捕获移动中,跳跃的筹码是第一个操作数,被捕获的片段用作第二个操作数,并且在目标块中定义的操作(在跳跃后降落的筹码被用于二进制操作)。 Dismath代替算术运算符,在棋盘上指定逻辑连接词。所有白色和黑色块均分配有真假值。为了进行计分,将真(T)和假(F)真值计算为+1和-1,而白色或黑件的dama或king芯片的值分别为+2和-2。如果游戏以正值结束,则白方获胜;否则,白方获胜。否则,黑方获胜,除非在平局中得分为零。董事会平衡实验是使用两个随机参与者之间的双赢比率作为评估指标进行的。此外,针对随机玩家基线对MMAB剂进行了表征。结果表明,MMAB AI代理在拟议的Dismath游戏中的主要性能仅在深度等于1时丢失。总的来说,该结果本身就证明了拟议的Dismath教育工具用于逻辑介绍的自动化玩法。

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