Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning

This paper presents the design and development of Dismath, a gamified educational tool for propositional logic introduction to undergraduate computer engineering students. Additionally, an artificial intelligence (AI) agent is developed for the proposed Dismath game based on minimax tree search with...

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Main Author: Cabatuan, Melvin
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Published: Animo Repository 2019
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Online Access:https://animorepository.dlsu.edu.ph/faculty_research/1589
https://animorepository.dlsu.edu.ph/context/faculty_research/article/2588/type/native/viewcontent
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Institution: De La Salle University
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spelling oai:animorepository.dlsu.edu.ph:faculty_research-25882021-07-07T01:36:13Z Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning Cabatuan, Melvin This paper presents the design and development of Dismath, a gamified educational tool for propositional logic introduction to undergraduate computer engineering students. Additionally, an artificial intelligence (AI) agent is developed for the proposed Dismath game based on minimax tree search with alpha-beta pruning (MMAB). Dismath is an international checker variant inspired by Damath game in which operations are defined in every checkerboard positions. Thus, the final score is not only dependent on the pieces left but also in the operation results. In a capture move, the jumping chip is the first operand, the captured piece acts as the second operand, and the operation defined in the destination block where the chip landed after the jump is utilized for the binary operation. Instead of arithmetic operators, Dismath designates logical connectives on the checkerboard. All white and black pieces were assigned true and false truth values. For scoring, a true (T) and a false (F) truth values are calculated as +1 and -1, while a dama or king chip is valued +2 and -2 for White and Black pieces, respectively. If the game ends with a positive value, then white wins; otherwise black wins, unless the score is zero in which the outcome is draw. Board balancing experiments were conducted using the win-win ratio between the two random players as evaluation metric. Furthermore, the MMAB agent was characterized against a random player baseline. The results showed dominant performance of MMAB AI agent in proposed Dismath game losing only at depth equal to 1. Overall, this result is promising on its own demonstrating the automated gameplay of the proposed Dismath educational tool for logic introduction. 2019-11-01T07:00:00Z text text/html https://animorepository.dlsu.edu.ph/faculty_research/1589 https://animorepository.dlsu.edu.ph/context/faculty_research/article/2588/type/native/viewcontent Faculty Research Work Animo Repository Gamification Board games in education Mathematics
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
topic Gamification
Board games in education
Mathematics
spellingShingle Gamification
Board games in education
Mathematics
Cabatuan, Melvin
Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning
description This paper presents the design and development of Dismath, a gamified educational tool for propositional logic introduction to undergraduate computer engineering students. Additionally, an artificial intelligence (AI) agent is developed for the proposed Dismath game based on minimax tree search with alpha-beta pruning (MMAB). Dismath is an international checker variant inspired by Damath game in which operations are defined in every checkerboard positions. Thus, the final score is not only dependent on the pieces left but also in the operation results. In a capture move, the jumping chip is the first operand, the captured piece acts as the second operand, and the operation defined in the destination block where the chip landed after the jump is utilized for the binary operation. Instead of arithmetic operators, Dismath designates logical connectives on the checkerboard. All white and black pieces were assigned true and false truth values. For scoring, a true (T) and a false (F) truth values are calculated as +1 and -1, while a dama or king chip is valued +2 and -2 for White and Black pieces, respectively. If the game ends with a positive value, then white wins; otherwise black wins, unless the score is zero in which the outcome is draw. Board balancing experiments were conducted using the win-win ratio between the two random players as evaluation metric. Furthermore, the MMAB agent was characterized against a random player baseline. The results showed dominant performance of MMAB AI agent in proposed Dismath game losing only at depth equal to 1. Overall, this result is promising on its own demonstrating the automated gameplay of the proposed Dismath educational tool for logic introduction.
format text
author Cabatuan, Melvin
author_facet Cabatuan, Melvin
author_sort Cabatuan, Melvin
title Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning
title_short Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning
title_full Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning
title_fullStr Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning
title_full_unstemmed Dismath: Discrete math gamified educational tool in logic with minimax algorithm and pruning
title_sort dismath: discrete math gamified educational tool in logic with minimax algorithm and pruning
publisher Animo Repository
publishDate 2019
url https://animorepository.dlsu.edu.ph/faculty_research/1589
https://animorepository.dlsu.edu.ph/context/faculty_research/article/2588/type/native/viewcontent
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