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Debugging, The Scientific Method, and Mastermind

Debugging, The Scientific Method, and Mastermind. The Scientific Method Building a Model of Our World. Getting inside the black box. Building a General Model. What causes cancer?. We ask a series of questions, conduct experiments, and try to associate cause and effect.

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Debugging, The Scientific Method, and Mastermind

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  1. Debugging, The Scientific Method, and Mastermind

  2. The Scientific MethodBuilding a Model of Our World Getting inside the black box

  3. Building a General Model What causes cancer? We ask a series of questions, conduct experiments, and try to associate cause and effect.

  4. Diagnosing Specific Cases What is wrong with this patient? Now, in a specific case, we conduct tests and compare the answers to the disease model that we have already built.

  5. Diagnosis – A Different Domain What’s wrong with the car?

  6. What’s Common to These Examples? • There’s some underlying situation. • We cannot directly observe the entire system. • But we can “probe” it with specific questions. The answers we get help us to build a more and more complete model of the system. • We want to ask as few questions as possible in the process. • Why?

  7. So How Should We Choose Our Questions? We want to find a specific location in this territory. What’s the most efficient way to proceed?

  8. With Each Answer We Get a Better Model • Begin with an initial model that is as rich as possible. • Loop until only one possible answer remains: • Based on what we know so far, choose a question that cuts out as many possibilities as we can. • Use the answer to build a better model.

  9. Mastermind – The Game

  10. How To Play • Player 1 creates a pattern of colors in her 4 holes (the inside of the black box). • Player 2 must discover the pattern through a series of guesses (experiments) and replies (results). At each move: • Player 2 puts down a candidate pattern. • Player 1 replies with a set of black and white pegs: • Each black peg corresponds to a peg in the right place. • Each white peg corresponds to a correct peg in the wrong place.

  11. An Example

  12. You Can Play Online http://www.irt.org/games/js/mind/

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