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TIC-TAC-TOE: introducing expert systems to middle school students

Published: 15 March 1995 Publication History

Abstract

Machines that play simple games have been a part of the development and promotion of computers for years. Charles Babbage conceived of a machine to play tic-tac-toe in an effort to obtain funding for his Analytical Engine. As part of the Summer Computer Science Workshop, participants design and implement a rule base for an expert system that plays the game of X's and O's (tic-tac-toe). This simple game was selected because most middle school age students are already domain experts. The participant has to select and order six or fewer rules with a seventh catch-all rule, “Take any available position.” The designers debug their own expert systems by playing the game and modifying their rule bases. Once they are satisfied with thier own design, they play against each other's expert systems in a round-robin tournament.
The development environment, written in Pascal to run under MS-DOS, displays the current state of the game board and lists the rules with the most recently “fired” rule being highlighted. This program is far from a complete expert system, but it does illustrate a number of principles of expert systems design.
Like most expert systems, a reasonable solution to the tic-tac-toe problem can be embodied in a surprisingly small rule base. No more than seven rules are needed to play a perfect game of tic-tac-toe, and the same rule base is valid whether the opponent or the computer makes the first move.

References

[1]
Spencer, Donald D., Game Playing With Computers, pp. 263-268, Spartan Books, New York, 1968.
[2]
Keller, Robert, Expert System Technolo~v: Development and Application, p. 153, Yourden Press Computing Series, 1987.
[3]
Noyes, James L., "Teaching AI: A Breadth-First Approach", SIGCSE Bulletin, Twenty-Fourth SIGCSE Technical Symposium on Computer Science Education, Vol. 25, No. 1, pp. 33-37, March, 1993.
[4]
Townsend, Carl and Dennis Feucht, esi~nin~ and Pro~ram-min~ Personal Expert Systems, p. 23, TAB Books Inc., Blue Ridge Summit, PA, 1986.
[5]
Phillips, John L. Jr., The Origins of Intellect, Piaget's Theory, pp. 131-32, W. H. Freeman and Co., 1975.

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  • (2021)Teaching Machine Learning in K–12 Classroom: Pedagogical and Technological Trajectories for Artificial Intelligence EducationIEEE Access10.1109/ACCESS.2021.30979629(110558-110572)Online publication date: 2021

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cover image ACM Conferences
SIGCSE '95: Proceedings of the twenty-sixth SIGCSE technical symposium on Computer science education
March 1995
436 pages
ISBN:089791693X
DOI:10.1145/199688
  • Chairman:
  • Cary Laxer,
  • Editors:
  • Curt M. White,
  • James E. Miller,
  • Judy Gersting
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Published: 15 March 1995

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Cited By

View all
  • (2011)Artificial Intelligence Design in a Multiplayer Online Role Playing GameProceedings of the 2011 Eighth International Conference on Information Technology: New Generations10.1109/ITNG.2011.142(816-821)Online publication date: 11-Apr-2011
  • (2023)Let’s Play Games: Using No-Code AI to Reduce Human Cognitive Load During AI Solution DevelopmentArtificial Intelligence Research10.1007/978-3-031-49002-6_7(86-99)Online publication date: 29-Nov-2023
  • (2021)Teaching Machine Learning in K–12 Classroom: Pedagogical and Technological Trajectories for Artificial Intelligence EducationIEEE Access10.1109/ACCESS.2021.30979629(110558-110572)Online publication date: 2021

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