Using the game Cube-4 as an example in an introductory artificial intelligence course

dc.contributor.authorYue, Kwok-Bun
dc.date.accessioned2019-10-04T19:35:42Z
dc.date.available2019-10-04T19:35:42Z
dc.date.issued1989-09
dc.description.abstractNo abstract available.
dc.description.abstractThere are some advantages in using games to illustrate various concepts in artificial intelligence . Most practical A I systems are too complex to be used as pedagogical vehicles for introducing such concepts . Many games are relatively easy to understand but versatile enough to demonstrate many problems and techniques in knowledge representation and heuristic searching . Students tend to enjoy game s because they are usually fun and challenging. Games such as the tic-tac-toe and the missionaries and cannibals are used extensively in many AI textbooks [e .g . , Rich, Tanimoto] . However, they are straightforward and not very challenging . On the other hand, games such as chess are too complicated to elaborate in details . It is unreasonable to expect the student s to write a program to play chess in an introductory AI course . The 8-puzzle use d throughout [Nilsson] is a good one that covers many ideas in AI . In this short article, we describe using another game , Cube-4, in the teaching of an introductory artificial intelligence course .
dc.identifier.citationYue, K., Using the game Cube-4 as an example in an introductory artificial intelligence course. SIGCSE Bulletin. vol.21, no.3, pp8-10, September 1989.en_US
dc.identifier.urihttps://hdl.handle.net/10657.1/1496
dc.publisherSIGCSE Bulletinen_US
dc.titleUsing the game Cube-4 as an example in an introductory artificial intelligence courseen_US
dc.typeArticleen_US

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