Lutz

  • k-means-clustering – Entwicklung mit Scratch

    K-means-clustering – development with Scratch

    K-Means Clustering is a popular algorithm in the field of unsupervised learning, which is used to divide data into groups or clusters. This approach makes it possible to identify patterns in data without requiring prior labels. For an introduction to the topic and a fun board game to illustrate the concepts of unsupervised learning, you can find information on this page. There you will find materials that help you better understand the basics of K-Means Clustering and apply them in practice.

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  • Knopfnavigator – Dijkstra unplugged

    Button Navigator - Dijkstra unplugged

    The Dijkstra algorithm is an efficient method for determining the shortest path in a graph. It is widely used in networks, route planners, and many applications in computer science. Due to its ability to find optimal solutions, it plays a central role in graph theory and data analysis.

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  • Q-Learning – Entwicklung mit Scratch

    Q-Learning – Development with Scratch

    In this article we outline the development of the QField with Scratch. We start by drawing the playing field and implementing the random movement of Scratch. In the next step, we introduce the Q table, which serves as the basis for reinforcing learning. Finally, we visualize Scratch's decisions through drawn arrows that represent his path on the playing field.

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  • Q-Learning – unplugged

    Q-Learning – unplugged

    The QField serves to recreate the process of reinforcement learning with a piece of paper and a pen. This is about learning a way by using the unplugged algorithm. Unlike other algorithms that aim for optimal solutions, this approach focuses on learning through trial and feedback.

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  • NIM Spiel – unplugged learning

    NIM game – unplugged learning

    The NIM game is a game in which two players play against each other. It is excellent to clarify machine learning according to the principle of reinforcement learning.

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  • Reversi als Beispiel für den Minimax-Algorithmus (in Swift Playground)

    Reversi as an example of the Minimax algorithm (in Swift Playground)

    Reversi, also known as Othello, is a strategic board game for two players played on an 8×8 board. The goal of the game is to have more stones of your color on the board than the opponent.

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  • Abstrakte Datentypen in der Schule: Python-Implementierungen zum Download

    Abstract data types in school: Python implementations for download

    In Lower Saxony, various abstract data types such as stack, queue, dynamic array and binary tree are treated in the school. The interfaces to this are explained in a handout (vgl. PDF-Datei).

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  • Traversieren von Graphen mit Swift Playground

    Traverse graphs with Swift Playground

    What is a graph?

    A graph is a mathematical structure consisting of vertices (nodes) and edges that connect these vertices. Graphs can be used to represent relationships between objects, for example in social networks or traffic networks. They are a central concept in graph theory and are used in many areas of computer science and mathematics.

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  • Whack a Mole in Scratch!

    Whack a Mole in Scratch!

    I am pleased to announce the opening of my website ffritze.de! To celebrate the start, I present you my first scratch game: Whack a Mole.

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