Optimizing the stages of difficulty of the tic-tac-toe game using artificial intelligence heuristics
DOI:
https://doi.org/10.5380/atoz.v3i2.41342Keywords:
Educational Games, Object-Oriented Hypermedia Design Method, Artificial Intelligence, Tic-Tac-ToeAbstract
Introduction: Educational games, in addition to providing distraction and fun, stimulate the development of children's thinking in logic and spatial areas. This research presents the optimization of an educational video game related games logic, known as Noughts and Crosses or Tic-Tac-Toe (in English), focused on children between 7 and 11 years. Method: To carry this out, we used the Object Oriented Hypermedia Design method for conceptual design and navigational application, which allows creating interactive and user friendly interfaces. In addition, Artificial Intelligence techniques used for the player simulated as well as controlled by computer, can emulate decisions for itself and be able to face the user. These Artificial Intelligence techniques are of heuristic type, implemented through an unprecedented numerical method based on finite numerical series, which differs from others of the same type, where it is common to use the algorithm of MIN-MAX. A virtual agent, that provides support to the users at different levels of difficulty of the game, was incorporated. Results: The results obtained show that there are cognitive differences by age, gender and level of difficulty in the game from a representative sample of children of an educational unit. Conclusion: This kind of program stimulates cognitive development in children who are in their primary stage of educational training.
References
Bello, R. (2002) Aplicaciones de la Inteligencia Artificial. Guadalajara: Universidad de Guadalajara, México.
Bhatt, A., Varshney, P., & Deb, K. (2008). In search of no-loss strategies for the game of tic-tac-toe using a customized genetic algorithm. Proceedings of Genetic and Evolutionary Computation conference, Atlanta, USA, pp. 889-896.
Bondre, C., Kapgate, D., & Ponkshe, R. (2014). Laser Guided Tic Tac Toe. image, 6, 7.
Buckland, M. (2005). Programming game AI by example. Jones & Bartlett Learning. Worware Game Developers Library. (1st ed.) USA,
Chakraborty, P. (2009) Artificial Intelligence Based Strategies to Play the Tic-Tac-Toe Game. Journal of Technology and Engineering Sciences. l 1, (1).
De Burgos J. (2013). Series Numéricas y de Potencias. García Maroto Editores.
Feuerstein, R., Klein, P. S., & Tannenbaum, A. J. (Eds.). (1991). Mediated Learning Experience (MLE): theoretical, psychosocial and learning implications. Freund Publishing House Ltd. England.
Grim, J., Somol, P., & Pudil, P. (2005). Probabilistic neural network playing and learning Tic–Tac–Toe. Pattern recognition letters, 26(12), 1866-1873.
Gronli, T. M., Hansen, J., Ghinea, G., & Younas, M. (2014, May). Mobile Application Platform Heterogeneity: Android vs Windows Phone vs iOS vs Firefox OS. IEEE International Conference on Advanced Information Networking and Applications, 2014, 28th, pp. 635-641.
Lipman, M. (1998). Pensamiento complejo y educación (Vol. 43). Ediciones de la Torre.
Rich, E., & Knight, K. (1994). Inteligencia artificial. (2nd ed.) McGraw Hill: México, 1994.
Russell S., & Norvig, P., (2002). Artificial Intelligence: a modern approach. Pearson Education International. (2nd ed.), New Jersey – USA.
Schwabe, D., Rossi, G., & Barbosa, S. D. (1996). Systematic hypermedia application design with OOHDM. Proceedings of the seventh ACM conference on Hypertext, pp. 116-128.
Torres Vinueza, M. D., Fuertes, W., Villacís Silva, C. X., Zambrano Rivera, M. E., & Prócel Silva, C. T. (2013). Puzzlemote: videojuego controlado con el mando de la Wii para niños de 6 a 10 años. AtoZ: novas práticas em informação e conhecimento, 2(2), 94-105.
Villacis, C., Fuertes, W., Bustamante, A., Almachi, D., Procel, C., Fuertes, S., & Toulkeridis, T. (2014, October). Multi-player Educational Video Game over Cloud to Stimulate Logical Reasoning of Children. IEEE/ACM International Symposium Distributed Simulation and Real Time Applications, 2014, 18th, pp. 129-137.
Vygotsky, L. S. (2000). El desarrollo de los procesos psicológicos superiores. Crítica. Grijalbo, Barcelona.
Xu, B., Min, F., Zhu, W., & Chen, H. (2014). A Genetic Algorithm to Multi-objective Cost-sensitive Attribute Reduction. Journal of Computational Information Systems, 10(7), pp.3011-3022.
Watson M. (2008). Practical artificial intelligence programming with java. The MIT Press. (3rd ed.). Massachusetts, USA.
Published
How to Cite
Issue
Section
License
Atoz is a open access journal and the authors have permission and are encouraged to deposit their papers in personal web pages, institutional repositories or portals before (pre-print) or after (post-print) the publication at AtoZ. It is just asked, when and where possible, the mention, as a bibliographic reference (including the atributted URL), to the AtoZ Journal.
The authors license the AtoZ for the solely purpose of disseminate the published work (peer reviewed version/post-print) in aggregation, curation and indexing systems.
The AtoZ is a Diadorim/IBICT green academic journal.
All the journal content (including instructions, editorial policies and templates) - except where otherwise indicated - is under a Creative Commons Attribution 4.0 International, since October 2020.
When published by this journal, articles are free to share (copy and redistribute the material in any support or format for any purpose, even commercial) and adapt (remix, transform, and create from the material for any purpose , even if commercial). You must give appropriate credit , provide a link to the license, and indicate if changes were made
AtoZ does not apply any charges regarding manuscripts submission/processing and papers publication.
























