CMDR: An artificial intelligence card game application using prominent Philippine historical figures
By: Belgica, Sebastian Anthony F.; Gazon, Gabriel Oliver M.; Table, Caleb Kyle
Language: English Publisher: . . c2025Description: Capstone Project: (Bachelor of Science in Information Technology) - Pamantasan ng Lungsod ng Maynila, 2025Content type: text Media type: unmediated Carrier type: volumeGenre/Form: academic writingDDC classification: . LOC classification: T58.5 B45 2025| Item type | Current location | Home library | Collection | Call number | Status | Date due | Barcode | Item holds |
|---|---|---|---|---|---|---|---|---|
| Thesis/Dissertation | PLM | PLM Filipiniana Section | Filipiniana-Thesis | T58.5 B45 2025 (Browse shelf) | Available | FT8770 |
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.
Filipiniana

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