Related papers: Playgol: learning programs through play
Programming is about automation in a wide variety of domains. Developing itself is one of those. As a side-effect, progress in automated coding may make people less willing to learn computer programming. This could become an issue, if the…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem…
There are countless reasons cited in scientific studies to explain the difficulties in programming learning. The reasons range from the subject's complexity, the ineffective teaching and study methods, to psychological aspects such as…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…
General Game Playing (GGP) is a framework in which an artificial intelligence program is required to play a variety of games successfully. It acts as a test bed for AI and motivator of research. The AI is given a random game description at…
In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and…
Text-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed…
Algorithmic thinking is a central concept in the context of computational thinking, and it is commonly taught by computer programming. A recent trend is to introduce basic programming concepts already very early on at primary school level.…
A major challenge in inductive logic programming is learning big rules. To address this challenge, we introduce an approach where we join small rules to learn big rules. We implement our approach in a constraint-driven system and use…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
Humans engage in learning and reviewing processes with curricula when acquiring new skills or knowledge. This human learning behavior has inspired the integration of curricula with replay methods in continual learning agents. The goal is to…
A learning algorithm based on primary school teaching and learning is presented. The methodology is to continuously evaluate a student and to give them training on the examples for which they repeatedly fail, until, they can correctly…
The utility of learning a dynamics/world model of the environment in reinforcement learning has been shown in a many ways. When using neural networks, however, these models suffer catastrophic forgetting when learned in a lifelong or…
We describe an inductive logic programming (ILP) approach called learning from failures. In this approach, an ILP system (the learner) decomposes the learning problem into three separate stages: generate, test, and constrain. In the…
Deep reinforcement learning has gathered much attention recently. Impressive results were achieved in activities as diverse as autonomous driving, game playing, molecular recombination, and robotics. In all these fields, computer programs…
Many tasks can be easily solved using machine learning techniques. However, some tasks cannot readily be solved using statistical models, requiring a symbolic approach instead. Program induction is one of the ways that such tasks can be…
Implementing multi-player networked games by broadcasting the player's input and letting each client calculate the game state - a scheme known as lock-step simulation - is an established technique. However, ensuring that every client in…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
When executed well, project-based learning (PBL) engages students' intrinsic motivation, encourages students to learn far beyond a course's limited curriculum, and prepares students to think critically and maturely about the skills and…