完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 吳毅成 | en_US |
dc.contributor.author | WU I-CHEN | en_US |
dc.date.accessioned | 2014-12-13T10:51:41Z | - |
dc.date.available | 2014-12-13T10:51:41Z | - |
dc.date.issued | 2008 | en_US |
dc.identifier.govdoc | NSC97-2515-S009-002 | zh_TW |
dc.identifier.uri | http://hdl.handle.net/11536/102844 | - |
dc.identifier.uri | https://www.grb.gov.tw/search/planDetail?id=1682306&docId=289765 | en_US |
dc.description.abstract | 自我們發表全世界第一篇六子棋論文至今僅兩年多,六子棋的歷史與其 他棋種如象棋、圍棋、西洋棋有數百年、甚至上千年歷史相比,仍屬相當 年輕的。本計畫將藉由一些活動來讓民眾(包含國中、高中、大學生),了 解發展一項新的棋類遊戲中,所遇到相關的課題,包括: | zh_TW |
dc.description.abstract | When compared with other games, such as Go, Chess, Chinese Chess, the game Connect6 has still been very young, since we presented the first paper about it in the world in 2005. This project will host some activities so that more and more people will join and understand the game and related issues. For example. | en_US |
dc.description.sponsorship | 行政院國家科學委員會 | zh_TW |
dc.language.iso | zh_TW | en_US |
dc.subject | 六子棋 | zh_TW |
dc.subject | 人工智慧程式 | zh_TW |
dc.subject | 詰棋 | zh_TW |
dc.subject | 開局 | zh_TW |
dc.subject | 編輯工具 | zh_TW |
dc.subject | Connect6 | en_US |
dc.subject | artificial intelligence | en_US |
dc.subject | programs | en_US |
dc.subject | puzzles | en_US |
dc.subject | openings | en_US |
dc.subject | editing tools | en_US |
dc.title | 國科會50科學之旅---六子棋研發歷程、科學原理、社群發展之探索 | zh_TW |
dc.title | Investigation of Research Course, Fundamental Theory, Society Development of Connect6---NSC 50 Science Trip | en_US |
dc.type | Plan | en_US |
dc.contributor.department | 國立交通大學資訊工程學系(所) | zh_TW |
顯示於類別: | 研究計畫 |