Curriculum descant: pedagogical dimensions of game playing

Deepak Kumar
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引用次数: 7

Abstract

or pedagogical effectiveness, very few topics capstone the AI/Computer Science experience for a student like a programming exercise in game playing. Game playing is one of the oldest AI topics, and yet it is worth revisiting in the context of a three-to four-week programming exercise in a one-semester course. To begin, the choice of the game to be implemented should lie somewhere between tic-tac-toe and chess, the former being trivial to play and the latter perhaps too complicated for a short assignment. I have had moderate success with versions of checkers. The choice of game is important for most of the dimensions discussed below; it should be any game that is amenable to the two-person, zero-sum game algorithms. It should be a non-trivial , even largely unfamiliar game. It should also allow the possibility for students to think about, develop, and implement heuristics. There are several pedagogical dimensions that such an exercise could facilitate. First and foremost, such an exercise serves as a big motivating factor. The typical undergraduate these days has grown up playing video and computer games. This would more than likely be his or her first " behind the scenes " exposure to how such games may be built. That in itself serves to encourage curiosity and motivate the student to put a good amount of effort into the exercise. Add to that the freedom to explore and design the student's own heuris-tics that would characterize the game as his or her own creation. If planned ahead of time, the completion of the exercise could culminate in a tournament where not only the students' programs, but they themselves may also play in it. While I have seen courses where similar tournaments were held, most involve programs playing against programs. However, inserting the students (or other human recruits) into the tournament brings about the " human against machine " angle and serves to contextualize the tournament in an AI course. There is also the computer science dimension. In not-so-large departments where faculty resources are stretched, there are often concerns over offering elective courses like AI. However, just in the context of a game-playing programming assignment, there is potential for putting together several aspects of a student's preparation in computer science. For a non-trivial game, the amount of programming expertise required could serve challenging to most students. They have to design data structures (class descriptions for the OOP types), …
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课程描述:游戏的教学维度
对于学生来说,很少有话题能像游戏中的编程练习那样成为AI/Computer Science体验的顶点。游戏玩法是最古老的AI主题之一,但在一个学期的课程中,它值得在三到四周的编程练习的背景下重新审视。首先,要执行的游戏选择应该介于井字游戏和国际象棋之间,前者对于游戏来说很简单,而后者对于短期任务来说可能过于复杂。我在不同版本的跳棋上取得了一定的成功。游戏的选择对于下面讨论的大多数维度都很重要;它应该是任何符合两人零和博弈算法的游戏。它应该是一款不平凡的游戏,甚至是一款非常陌生的游戏。它还应该允许学生思考,发展和实施启发式的可能性。这种做法可以促进若干教学方面的工作。首先,这样的练习是一个很大的激励因素。如今,典型的大学生都是玩着电子游戏和电脑游戏长大的。这很可能是他或她第一次“幕后”接触到这类游戏的制作方法。这本身就有助于激发好奇心,激励学生在练习中付出大量的努力。除此之外,学生还可以自由探索和设计自己的启发方法,这将使游戏成为他或她自己的创作。如果提前计划,练习的完成可以在比赛中达到高潮,不仅学生的项目,而且他们自己也可以参加比赛。虽然我见过举办类似比赛的球场,但大多数都是程序对程序的比赛。然而,将学生(或其他人类新兵)插入到比赛中会带来“人类对抗机器”的角度,并将比赛置于AI课程的背景中。还有计算机科学的维度。在师资资源捉襟见肘、规模不大的院系中,人们往往担心开设人工智能等选修课。然而,仅仅在游戏编程作业的背景下,就有可能把学生在计算机科学方面的准备工作的几个方面结合起来。对于一个不平凡的游戏,所需的编程专业知识对大多数学生来说都是一个挑战。他们必须设计数据结构(面向对象类型的类描述),……
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