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dc.contributor.authorPapert, Seymour A.en_US
dc.contributor.authorSolomon, Cynthiaen_US
dc.date.accessioned2004-10-04T14:45:35Z
dc.date.available2004-10-04T14:45:35Z
dc.date.issued1970-01-01en_US
dc.identifier.otherAIM-254en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/6199
dc.description.abstractThis note illustrates some ideas about how to initiate beginning students into the art of planning and writing a program complex enough to be considered a project rather than an exercise on using the language or simple programming ideas. The project is to write a program to play a simple game ("one-pile NIM" or "21") as invincibly as possible. We developed the project for a class of seventh grader children we taught in 1968-69 at the Muzzey Junior High School in Lexington, Massachusetts. This was the longest programming project these children had encountered, and our intention was to give them a model of how to go about working under these conditions.en_US
dc.format.extent7115814 bytes
dc.format.extent428742 bytes
dc.format.mimetypeapplication/postscript
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.relation.ispartofseriesAIM-254en_US
dc.titleNIM: A Game-Playing Programen_US


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