The In-Depth Science of the Tic-Tac-Toe Game

The In-Depth Science of the Tic-Tac-Toe Game

Mário António Ramalho (DEM-IST, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch047


In the present chapter a robotic application bringing together games, informatics, robotics, artificial intelligence, and artificial vision is described. The development of a game player, thus performing an “intelligent” activity is presented. The authors thus suggest that, more than simulation only, the development of the system could offer a serious way of developing learning and interest on the underlying sciences. The system, which only uses off the shelf components, allows for the “intelligent” behavior to be shown through the use of a simple robotic system. In particular, advanced intelligent sensors are used, and the capacities are derived from the tasks of industrial automatic visual inspection, for which the system is designed. These are applied to the recognition of hand-written symbols for accomplishment of a playful activity. The result is a demonstrator, which has proved to be good at catching attention, curiosity, and publicity.
Chapter Preview


I hear and I forget. I see and I remember. I do and I understand. (Confucius)

Learning is modifying existing knowledge, and may involve synthesizing different types of information. Learning is the basic skill of modern societies. Although games offer a rich landscape of adventure and challenge that appeal to a growing number of youngsters, they can be use on a motivational approach also. Games capture and hold the attention of players for hours. They can capture and enhance curiosity and learning desire. Games provide an interesting activity all over the times. Effectively it could be assumed that it is part of the natural systems skills to survive. Effectively games require reasoning, interpretation, decisions and the plethora of mechanisms that we use in everyday life, excluding the corresponding dangers. Games also provide an enjoyable activity for people. Not only have they provided a leisure time as they can be used as a skill training system. In this chapter the use of games is presented as an activity to promote the curiosity, the study and familiarization with thinking, vision and decision theory as a learning activity. Cooperative games emphasize participation, challenge and fun rather than defeating someone.

Complete Chapter List

Search this Book: