RISC-V Bare Metal Programming - Chapter 4: Another Brick in the Wall
RISC-V Bare Metal Programming Chapter 3: A Link to the Past
Previous chapters of the RISC-V bare metal programming tutorial have focused primarily on the assembler. In chapter 2, assembler directives were discussed along with their relationship to the positioning of code in an executable. The various sections of where code and data reside have well defined semantics in the Executable and Linkable Format specification. In this chapter, these semantics and the linking process will be examined in more detail.
RISC-V Bare Metal Programming Chapter 2: OpCodes Assemble!
RISC-V Bare Metal Programming Chapter 1: The Setup
Game, Set, Match
Design of the Didactronic Toolkit.
- didactic
- a) designed or intended to teach, b) intended to convey instruction and information as well as pleasure and entertainment didactic poetry.
- -tronic
- Greek: a suffix referring to a device, tool, or instrument; more generally, used in the names of any kind of chamber or apparatus used in experiments.
Play Tic-tac-toe with Arthur Cayley! Part Two: Expansion
In part 1 of this series, the Tic-tac-toe reinforcement learning task was expressed as a Combinatorial Group with the hypothesis that the expansion of the group into a Cayley Graph could be used to learn its associated game tree. In this instalment, the expansion of the group into a Caley Graph will be examined in a bit more detail. Initially, the Tic-tac-toe group will be set aside in favour of a simpler domain which will offer a more compact and pedagogical representation. However, the expansion of the Tic-tac-toe group should follow the same process, this article will circle back to the Tic-tac-toe domain to highlight the equivalences which should ensure that this is so.
Play Tic-tac-toe with Arthur Cayley!
Tic-tac-toe, (or noughts and crosses or Xs and Ox), is a turn-based game for two players who alternately tag the spaces of a $3 \times 3$ grid with their respective marker: an X or an O. The object of the game is to place three markers in a row, either horizontally, vertically, or diagonally. Given only the mechanics of Tic-tac-toe, the game can be expressed as Combinatorial Group by defining a set $A$ of generators $\{a_i\}$ which describe the actions that can be taken by either player. The Cayley Graph of this group can be constructed which will express all the possible ways the game can be played. Using the Cayley Graph as a model, it should be possible to learn the Tic-tac-toe game tree using dynamic programming techniques (hint: the game tree is a sub-graph of the Cayley Graph).