It's able to reinforce connections by playing games over and over with different people, gradually learning which answers are correct and which aren't. Thus it's difficult to "poison" the system by purposely giving it wrong answers. The program can then use these connections to pose clarifying questions, eventually arriving at an answer. By , Burgener had a good body of connections in his neural network. He put a version of the 20Q program on the web and encouraged web visitors to play with it thus training it in the process.
After the online version of 20Q had played one million games amassing 10 million synaptic connections in the process , Burgener boiled down the 20Q system into a simplified 20Q-on-a-chip version. The hardware version was incapable of learning, but contained information about the 2, most popular objects chosen by users of the online program.
Specialized versions are also available, including a Harry Potter unit, and later versions of the handheld game have more information built-in. Basically anything can be chosen, but try to make the selected item something that can be reasonably guessed. After the person has chosen a person, place, or thing, the guessing begins! Once 20 questions are used up, players may not ask any more questions. Otherwise, the answer is revealed.
You can prepare flashcards with various categories e. You must be logged in to post a comment. Close Menu Cart. Instructions to 67 Group Games. Buy Big Book of Games Show sub menu. Thank you for your purchase! Follow "Is it bigger than a lunchbox? Step 4: Let the players guess the mystery object at any time Let the players guess the object at any time by phrasing their guess as a question, such as "Is the mystery object a leather purse?
Step 5: Have the players guess the mystery object Have the players guess the mystery object after they have asked all of their 20 Questions. The winner is the one who correctly guesses the mystery object. Increase the difficulty of the game by reducing the number of questions allowed each time you play. Step 6: Let the winner choose the next mystery object Let the winner choose the next mystery object.
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