.thoughts

Bleistiftzeichnung .thoughts ffritze.de
  • TicTacToe Menace: The Learning Opponent

    Welcome to TicTacToe Menace: The Learning Enemy! In this app, you play against a computer opponent based on the Menace Matchbox Calculator - an example of Reinforcement Learning.

    The special feature: The learning table can be stored both locally and in a MySQL database, so that the opponent can learn from several players at the same time!

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  • Nano Football Golf – fun and challenge for everyone!

    Welcome to the Nano football golf collection! This collection offers you the opportunity to enjoy exciting and challenging miniature football experiences. Ideal for game nights, parties or as a gift, it brings joy and challenge to every home.

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  • BJS Calculator

    With the Bundesjugendspiele calculator you can easily enter the necessary data and measured values from athletics. The calculator calculates the points achieved and shows you the certificate to be awarded.

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  • 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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  • 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 – 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

    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 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 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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  • 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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