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The game, in the most common setting, is played with two players. After deciding who will play the roles of a questioner and an answerer and agreeing to start the game, the questioner asks the answerer any question he/she wishes, and the answerer must answer truthfully to that without using any of the four forbidden words: yes, no, black or white.
The player can answer these questions with: Yes, No, Unknown, and Sometimes. The experiment is based on the classic word game of Twenty Questions, and on the computer game "Animals," popular in the early 1970s, which used a somewhat simpler method to guess an animal. [3] The 20Q AI uses an artificial neural network to pick the questions and to ...
Both games involve asking yes/no questions, but Twenty Questions places a greater premium on efficiency of questioning. A limit on their likeness to the scientific process of trying hypotheses is that a hypothesis, because of its scope, can be harder to test for truth (test for a "yes") than to test for falsity (test for a "no") or vice versa.
N/a (or stating "irrelevant") is used when a question is not applicable to the current situation or when a "yes" or "no" answer would not provide any usable information to solving the puzzle. Irrelevant, but assume yes (or no ) is used when the situation is the same regardless of what the correct answer to the question is, but assuming one ...
The two pencil game involves crossing two pens or pencils to create a grid (with sectors labelled "yes" and "no") and then asking questions to a "supernatural entity" named "Charlie." The upper pencil is then expected to rotate to indicate the answer to such questions. The first question everyone asks by speaking into the pencils is "can we play?"
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The button is then passed behind the backs of the children in the circle, stopping at random. "It" tries to guess where the button is and once the button is found takes his or her place in the circle. Whoever had the button then becomes the new "it" and play begins again.
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