10 MAR 2019 by ideonexus

 Null Move

Called the "null move" technique, it tells the engine to "pass" for one side. That is, to evaluate a position as if one player could make two moves in a row. If the position has not improved even after moving twice, then it can be assumed that the first move is a dud and can be quickly discarded from the search tree, reducing its size and making the search more efficient. Null moves were used in some of the earliest chess programs, including the Soviet Kaissa. It's elegant and a little ironic...
Folksonomies: algorithms
Folksonomies: algorithms
  1  notes
 
10 MAR 2017 by ideonexus

 Gamification Stock Holding Mechanic

Mrs. Lazarus has some experience with games such as this and decides to construct a blank environment (a planet without biomes) with a 10 × 10 grid, thereby creating a board with 100 squares. Before play, each student is given three different animals or plants (one with a broad tolerance for several different habitats, one that is a bit more particular, and one that is very fussy indeed). The players then use their numbered tiles and shares to shape and manipulate this blank environment to t...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
27 JAN 2015 by ideonexus

 The Universe as a Game Where the Rules are Hidden

‘I talked to a woman of the Kaminari once,’ he says, ‘before the Spike. Don’t give me such a look, it wasn’t like that, we were just friends. But one night on Ganymede, we got philosophical. The Universe is a game, she said. It makes us into players. We can’t see the moves that are not allowed. Like in chess. There is perfect freedom in the black and white, except that the rules make invisible walls. Two squares forward, one left. One left, whole row forward and backward, one righ...
  1  notes
 
21 JUN 2014 by ideonexus

 A good game keeps you at the edge of your ability

As you successfully lock in Tetris puzzle pieces, you get three kinds of feedback: visual—you can see row after row of pieces disappearing with a satisfying poof; quantitative—a prominently displayed score constantly ticks upward; and qualitative—you experience a steady increase in how challenging the game feels. This variety and intensity of feedback is the most important difference between digital and nondigital games. In computer and video games, the interactive loop is satisfyingly...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
10 OCT 2013 by ideonexus

 Using an Access Database for Research

A few years back, I watched a CSPAN2 interview that changed the way I write major papers. The program was Booknotes, and the guest was Pulitzer Prize winner, Taylor Branch. What I like about Booknotes is that they sometimes venture into the author’s office to get a feel for how he or she actually tackles the grimy business of research. Branch did not disappoint. To research his three-volume biography of Martin Luther King Jr., he made use of a massive Microsoft Accessdatabase. In one ta...
  1  notes

Captured because it sounds much like what I use mxplx for in my research.