面向目标的需求分析和使用scala进行人工智能编程竞赛的扩展设计模式

Kazunori Sakamoto, Hiroaki Hosono, Seiji Sato, H. Washizaki, Y. Fukazawa
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引用次数: 2

摘要

用游戏软件进行人工智能编程竞赛是学习编程最有效的方式之一。参赛者可以自发地学习编程,从而在这样的比赛中获胜。尽管我们之前的工作有助于举办人工智能编程竞赛,但由于需求分析不足和使用未细化的设计模式,其有效性受到限制。在本文中,我们报道了ACM JavaChallenge 2012,这是一个人工智能编程竞赛。我们通过面向目标的需求分析来引出竞赛的需求,并使用Scala扩展状态设计模式来举办JavaChallenge 2012。通过问卷调查,我们对JavaChallenge 2012给予了很高的评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contests
An artificial intelligence programming contest with game software is one of the most effective way of learning programming. Contestants can spontaneously learn programming to win in such contests. Although our previous work helps to hold artificial intelligence programming contests, its effectiveness is limited owing to an insufficient requirement analysis and uses of an unrefined design pattern. In this paper, we report on ACM JavaChallenge 2012, that is an artificial intelligence programming contest. we elicit requirements on a contest with a goal-oriented requirements analysis and extend the state design pattern using Scala to hold JavaChallenge 2012. We evaluate JavaChallenge 2012 very highly by questionnaire investigation.
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