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Abstract—This paper presents the design and development movements are inspired by the “Dama” game, a Filipino
of Dismath, a gamified educational tool for propositional logic variant of international checkers [8]. Dama board game is
introduction to undergraduate computer engineering students. similar to international draught where a single chip can jump
Additionally, an artificial intelligence (AI) agent is developed for in both forward and backward diagonal direction and the King
the proposed Dismath game based on minimax tree search with (or Dama) can move or jump at any distance along a diagonal
alpha-beta pruning (MMAB). Dismath is an international similar to a bishop’s movement in a Chess game but jumping
checker variant inspired by Damath game in which operations over the taken piece. A unique addition of Damath game is the
are defined in every checkerboard positions. Thus, the final usage of basic arithmetic operations in the board (Fig. 1) and
score is not only dependent on the pieces left but also in the
the assignment of values to the checkers (chips) [9], in which
operation results. In a capture move, the jumping chip is the
the jump scoring is based, with the jumping chip as the first
first operand, the captured piece acts as the second operand, and
the operation defined in the destination block where the chip operand, the captured piece as the second operand, and
landed after the jump is utilized for the binary operation. utilizing the operation in the destination block where the chip
Instead of arithmetic operators, Dismath designates logical landed after the jump. Damath, as a form of activity-based
connectives on the checkerboard. All white and black pieces learning/teaching, has been shown to improve students’
were assigned true and false truth values. For scoring, a true (T) conceptual understanding, perception and procedural skills in
and a false (F) truth values are calculated as +1 and -1, while a integers [10].
dama or king chip is valued +2 and -2 for White and Black
In this paper, we present a Dismath (Discrete Math) board
pieces, respectively. If the game ends with a positive value, then
white wins; otherwise black wins, unless the score is zero in
game for a gamified introduction to logic in engineering
which the outcome is draw. Board balancing experiments were education inspired by Damath. Propositional logic is among
conducted using the win-win ratio between the two random the topics covered in a Discrete Mathematics course
players as evaluation metric. Furthermore, the MMAB agent fundamental to computing and computer engineering.
was characterized against a random player baseline. The results However, most beginner students find difficulty in
showed dominant performance of MMAB AI agent in proposed manipulating the set of symbols and logic operations
Dismath game losing only at depth equal to 1. Overall, this result involved. Thus, the main goal of Dismath is to promote
is promising on its own demonstrating the automated gameplay familiarization, conceptual understanding, and procedural
of the proposed Dismath educational tool for logic introduction. skills in classical propositional logic. Additionally, the process
of game development will also introduce basic operations in
Keywords—gamification, propositional logic, board games, computing, i.e. integer division and modulo operation for
damath, minimax algorithm, alpha-beta pruning, evolutionary game board indexing/location notation. A metric for board
balancing is also introduced using the win-win ratio of random
I. INTRODUCTION players playing against each other. Furthermore, the board
The analysis of games have regularly been pushing balancing metric was utilized as a fitness function for an
boundaries of what can be achieved with computing and evolutionary strategy used for automatic generation of
artificial intelligence. For instance, the game of checkers, with operation arrangements in the board. Finally, an artificial
high decision complexity having approximately 500 billion intelligence (AI) agent is developed for Dismath board game
billion (5 × 1020) possible positions, was solved by Schaeffer utilizing minimax tree search algorithm with alpha-beta
and his team [1] after working on the problem for about 19 pruning.
years. The result for checkers was concluded to be a draw
assuming perfect play by both sides. Another popular board This paper is organized as follows – the methodology is
games with high decision complexities are Chess and Go. discussed in section II, followed by the results and discussions
Although these games are not yet perfectly solved as in in section III. Finally, this paper is concluded in section IV.
checkers, superhuman performance AI agents have been
developed that can beat human grand champions in these
games – AlphaGo[2] and AlphaZero[3].
Gamification in learning can improve learning outcomes
by enhancing engagement and increasing activation of
working memory [4]. In this regard, a board game approach to
knowledge acquisition provides promising results [5]. Board
games has also been used as a learning tool for acquiring
computer programming language, e.g. Python [6]. In the
Philippines, “Damath” board game is being promoted by the
Department of Education (DepEd) as a tool for learning basic
mathematics and is popular in local school competitions [7].
In Damath, the 8×8 checkerboard and 12 playable pieces or
chips for each players together with their corresponding
Fig. 1. Standard Damath board with basic arithmetic operations.
Fig. 7. Damath-Style (DAB) Dismath board. Fig. 8. Increasing time-to-move as MMAB depth increases
IV. CONCLUSION REFERENCES
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