CMDR: An artificial intelligence card game application using prominent Philippine historical figures (Record no. 37043)

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fixed length control field 02555nam a22002417a 4500
003 - CONTROL NUMBER IDENTIFIER
control field FT8770
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control field 20251106134009.0
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fixed length control field 251106b ||||| |||| 00| 0 eng d
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Language code of text/sound track or separate title engtag
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Classification number T58.5 B45 2025
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100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Belgica, Sebastian Anthony F.; Gazon, Gabriel Oliver M.; Table, Caleb Kyle
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Title CMDR: An artificial intelligence card game application using prominent Philippine historical figures
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture .
Name of producer, publisher, distributor, manufacturer .
Date of production, publication, distribution, manufacture, or copyright notice c2025
300 ## - PHYSICAL DESCRIPTION
Other physical details Capstone Project: (Bachelor of Science in Information Technology) - Pamantasan ng Lungsod ng Maynila, 2025
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Formatted contents note ABSTRACT: Card games have long been a popular for entertainment in the Philippines, attracting people of every demographic and age. Due to their versatility, card games have drawn increased attention and significance ion areas beyond traditional play, such as e-sports and education. This purpose of this study is to create an AI-powered card game application that integrates neural networks and aims to educate and entertain. Entitled “CMDR”, the game allows players to engage with notable Filipino historical figures Jose Rizal, Andres Bonifacio, Emilio Aguinaldo, and Melchora Aquino through unique decks designed to reflect each hero’s personality, contributions, and historical context. To achieve this goal, the developers utilized the capabilities of Unity Engine and Visual Studio Code. 74 players tested and evaluated the game and results show that; (1) With an overall rating of 4.56, the game attracted players into card gaming through its format which proved particularly engaging for beginners and helps them entertaining the idea of playing other card games. (2) Players rated the accuracy of the historical figures with 4.56; displaying proper depictions of the historical figures within the game setting. Lastly, (3) a neural network-based AI was implemented to assist new players and provide a challenge by adapting to user behavior and skill level. As much, players rated the game’s AI performance with an overall score of 4.38. In conclusion, by creating a card game application that uses neural networks and aims to be both entertaining and educational, this project was able to offer a fun and interesting platform where individuals of all ages may explore and learn about Philippine history through interesting activities.
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Classification Filipiniana
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Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Permanent Location Current Location Shelving location Date acquired Total Checkouts Full call number Barcode Date last seen Item type
          Filipiniana-Thesis PLM PLM Filipiniana Section 2025-10-15   T58.5 B45 2025 FT8770 2025-11-06 Thesis/Dissertation

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