Application of the Fisher-Yates Shuffle Algorithm in the Game Matching the World Monument Picture

Yusfrizal, Deny Adhar, Ulfah Indriani, Erwin Panggabean, Ahmad Sabir, Helmi Kurniawan
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引用次数: 1

Abstract

The application of the concept of artificial intelligence is very helpful in various randomization problems. One example of the application of artificial intelligence to the problem of randomization is in the game of matching images of world monuments. In the game matching world monument images, a randomized picture sequence will appear, and then the player will click on the image to open the image, and then click on another image for the same or matching image. The picture order for the new game will be randomized, so the image order display will not be the same as the previous image order display. In this study, the process of randomizing this game using randomization algorithms that exist in the science of artificial intelligence is the Fisher-Yates Shuffle algorithm. Shuffling algorithm Fisher-Yates Shuffle can randomize the order of data entered into the array because this algorithm is biased or it is unlikely to appear in the same order. This game matching application of world monuments can support learning in honing children's memory skills. This game consists of 3 levels. At the easy level, there are 16 boxes containing 8 pairs of images, at the moderate level there are 20 boxes containing 10 pairs of images, while at the difficult level contains 24 boxes containing 12 pairs of images that must be matched.
Fisher-Yates Shuffle算法在世界纪念碑图片匹配博弈中的应用
人工智能概念的应用对解决各种随机化问题非常有帮助。将人工智能应用于随机化问题的一个例子是匹配世界古迹图像的游戏。在匹配世界纪念碑图像的游戏中,会出现一个随机的图像序列,然后玩家点击该图像打开该图像,然后点击另一个图像获得相同或匹配的图像。新游戏的图片顺序将是随机的,因此图像顺序显示将与之前的图像顺序显示不同。在本研究中,使用人工智能科学中存在的随机化算法对这个博弈进行随机化的过程是Fisher-Yates Shuffle算法。Fisher-Yates Shuffle算法可以随机化输入到数组中的数据的顺序,因为该算法是有偏差的,或者数据不太可能以相同的顺序出现。这个游戏匹配世界古迹的应用,可以帮助学习,磨练孩子的记忆能力。这个游戏有3个关卡。在简单级别,有16个盒子包含8对图像,在中等级别有20个盒子包含10对图像,而在困难级别包含24个盒子包含12对必须匹配的图像。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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