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Teaching artificial intelligence using a web-based game server

Published: 14 November 2013 Publication History

Abstract

Games are a classical field of application for concepts of artificial intelligence (AI). We outline a didactic concept for teaching AI to Business Information Systems students at the university level and a web-based game server that was implemented to support this concept. Our results show an improved engagement of students as well as a flexible technical basis for AI education and AI research which can be applied in various learning and research contexts.

References

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R. Caillois. The definition of play and the classification of games. In K. Salen and E. Zimmerman, editors, The Game Design Reader: A Rules of Play Anthology, pages 122--155. MIT Press, 2006.
[2]
P. Drake and K. Sung. Teaching introductory programming with popular board games. In Proceedings of the 42nd ACM Technical Symposium on Computer Science Education, pages 619--624. ACM, 2011.
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A. Espen, S. S. Marie, and S. Lise. A multidimensional typology of games. In Level Up Conference Proceedings. University of Utrecht, November 2003.
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S. Friese. Measuring of and reacting to learners' progress in logic programming courses. In Proceedings of ITiCSE'10, pages 152--154, 2010.
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O. M. Halck and F. A. Dahl. On classification of games and evaluation of players--with some sweeping generalizations about the literature. In Proceedings of the ICML-99 Workshop on Machine Learning in Game Playing, 1999.
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P. Hingston, B. Combes, and M. Masek. Teaching an undergraduate ai course with games and simulation. Technologies for E-Learning and Digital Entertainment, pages 494--506, 2006.
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D. Koller and A. Pfeffer. Representations and solutions for game-theoretic problems. Artificial Intelligence, 94: 167--215, 1997.
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S. Kurkovsky. Engaging students through mobile game development. In ACM SIGCSE Bulletin, volume 41, pages 44--48. ACM, 2009.
[9]
A. Macleod. Selecting games for artificial intelligence research. In The Second Annual International Workshop in Computer Game Design and Technology, 2004.
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A. McGovern, Z. Tidwell, and D. Rushing. Teaching introductory artificial intelligence through java-based games. In AAAI Symposium on Educational Advances in Artificial Intelligence, North America, 2011.

Cited By

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  • (2021)An Interactive Robot Platform for Introducing Reinforcement Learning to K-12 StudentsRobotics in Education10.1007/978-3-030-82544-7_27(288-301)Online publication date: 1-Aug-2021
  • (2018)Kids making AI: Integrating Machine Learning, Gamification, and Social Context in STEM Education2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE)10.1109/TALE.2018.8615249(1005-1010)Online publication date: Dec-2018
  • (2017)BotzoneProceedings of the ACM Turing 50th Celebration Conference - China10.1145/3063955.3063961(1-5)Online publication date: 12-May-2017
  • Show More Cited By

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Published In

cover image ACM Other conferences
Koli Calling '13: Proceedings of the 13th Koli Calling International Conference on Computing Education Research
November 2013
204 pages
ISBN:9781450324823
DOI:10.1145/2526968
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

  • Univ. Eastern Finland: University of Eastern Finland
  • The University of Newcastle, Australia
  • Turku University Foundation

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Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 November 2013

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Author Tags

  1. AI education
  2. artificial intelligence
  3. game server
  4. games
  5. server
  6. teaching

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  • Research-article

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Koli Calling '13
Sponsor:
  • Univ. Eastern Finland

Acceptance Rates

Koli Calling '13 Paper Acceptance Rate 20 of 40 submissions, 50%;
Overall Acceptance Rate 80 of 182 submissions, 44%

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Cited By

View all
  • (2021)An Interactive Robot Platform for Introducing Reinforcement Learning to K-12 StudentsRobotics in Education10.1007/978-3-030-82544-7_27(288-301)Online publication date: 1-Aug-2021
  • (2018)Kids making AI: Integrating Machine Learning, Gamification, and Social Context in STEM Education2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE)10.1109/TALE.2018.8615249(1005-1010)Online publication date: Dec-2018
  • (2017)BotzoneProceedings of the ACM Turing 50th Celebration Conference - China10.1145/3063955.3063961(1-5)Online publication date: 12-May-2017
  • (2017)Digital card games in educationComputers & Education10.1016/j.compedu.2017.02.011109:C(122-161)Online publication date: 1-Jun-2017

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