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Konane as a vehicle for teaching AI

Published: 01 February 1976 Publication History

Abstract

The game of Konane is described and suggested as a suitable vehicle for use in teaching artificial intelligence in a classroom situation. Examples of programs played by computers are given. A simple technique for avoiding repeated losses by computers in games against humans is presented.

References

[1]
Slagle, James R., Artificial Intelligence: The Heuristic Programming Approach, McGraw Hill Book Company, New York, 1971.
[2]
Hiroa, Te Rangi, Arts and Crafts of Hawaii, Bishop Museum Press, 1975.
[3]
Kamehameha Schools, Resource Units in Hawaiian Culture.

Cited By

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  • (2022)Solving narrow Konane boardsICGA Journal10.3233/ICG-220198(1-22)Online publication date: 18-Feb-2022
  • (2015)An overview of game-based learning in building services engineering educationEuropean Journal of Engineering Education10.1080/03043797.2015.105609741:2(204-219)Online publication date: 16-Jun-2015
  • (2011)Simulation games in engineering education: A state‐of‐the‐art reviewComputer Applications in Engineering Education10.1002/cae.2032319:3(399-410)Online publication date: 3-Aug-2011

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Published In

cover image ACM SIGART Bulletin
ACM SIGART Bulletin Just Accepted
February 1976
14 pages
ISSN:0163-5719
DOI:10.1145/1045259
Issue’s Table of Contents

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 February 1976
Published in SIGAI , Issue 56

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Cited By

View all
  • (2022)Solving narrow Konane boardsICGA Journal10.3233/ICG-220198(1-22)Online publication date: 18-Feb-2022
  • (2015)An overview of game-based learning in building services engineering educationEuropean Journal of Engineering Education10.1080/03043797.2015.105609741:2(204-219)Online publication date: 16-Jun-2015
  • (2011)Simulation games in engineering education: A state‐of‐the‐art reviewComputer Applications in Engineering Education10.1002/cae.2032319:3(399-410)Online publication date: 3-Aug-2011

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