DocumentCode
2299658
Title
Motivate AI Class with Interactive Computer Game
Author
Chiang, Ann-Shyn
Author_Institution
Dept. of Inf. Technol. & Commun., Tung Nan Inst. of Technol., Taiwan
fYear
2007
fDate
26-28 March 2007
Firstpage
109
Lastpage
113
Abstract
This paper reports adapting traditional Pacman game with machine learning technology case-based reasoning (CBR) to provide student learning motivation in the AI subject teaching. The paper explains how the study transforms the SOAR tutorial EATER game´s playing rules as a platform to experience that CBR (or AI) agent plays with human player in a shared running-map for finding the CBR agent´s best solution as competition with human player and greedy agent. The advantage of AI project is that the experiment has to adopt human competition experience. There are many uncertain what CBR can achieve, which wait for the individual students to discover. The experiment results are different individually; the educators do not have to worry about the cheating in student assignments. The study found that the fun of interactive computer games would stimulate students´ motivation in learning CBR concepts in AI.
Keywords
case-based reasoning; computer games; human computer interaction; human factors; intelligent tutoring systems; learning (artificial intelligence); AI class; AI subject teaching; Pacman game; artificial intelligence; case-based reasoning; greedy agent; interactive computer game; machine learning technology; student motivation; Artificial intelligence; Cities and towns; Databases; Education; Genetic algorithms; Humans; Information technology; Machine learning; Machine learning algorithms; Toy industry;
fLanguage
English
Publisher
ieee
Conference_Titel
Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL '07. The First IEEE International Workshop on
Conference_Location
Jhongli City
Print_ISBN
0-7695-2801-5
Type
conf
DOI
10.1109/DIGITEL.2007.34
Filename
4148839
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