Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
14th Annual Conference
Session ID : 2-1
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A Practice Case of Programming and Artificial Intelligence Education using a Board Game
*Youichiro MIYAKE
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
The process and results of the practice of programming and artificial intelligence education using board games are presented. I designed and test-played a board game that can actually teach programming and artificial intelligence. It was published as a book. In the process, I was faced with a problem of how to make people learn to create artificial intelligence of characters with simple rules. In this paper, I present the construction of the rules and the process that led to them.
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© 2024 Digital Research Association JAPAN

この記事はクリエイティブ・コモンズ [表示 4.0 国際]ライセンスの下に提供されています。
https://creativecommons.org/licenses/by/4.0/deed.ja
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