Sökning: "alpha-beta pruning"
Visar resultat 1 - 5 av 11 uppsatser innehållade orden alpha-beta pruning.
1. Optimization Areas of the Minimax Algorithm : A study on a look-ahead AI as applied to the Fox game
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Artificial intelligence has become more prevalent during the last few years, revolutionizing the field of computer game-playing. By incorporating artificial intelligence as a computerized opponent, games can become more engaging and challenging for human players. LÄS MER
2. Design Specifications for an Interactive Teaching Tool for Game AI using Gomoku
Kandidat-uppsats, Uppsala universitet/Institutionen för informationsteknologiSammanfattning : This thesis seeks to understand and improve how students can learn the fundamentals of strategic game AI using a game-like application. The work focuses on the design specifications of a mockup application that can be used to teach a user the concepts behind the Minimax and Alpha-Beta Pruning algorithms using the strategic game Gomoku. LÄS MER
3. Playing the Fox Game With Tree Search: MCTS vs. Alpha-Beta
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : The forefront of game playing Artificial Intelligence (AI) has for the better part of 21st century been using an algorithm called Alpha-Beta Pruning (Alpha-Beta). In 2017, DeepMind launched a new AI, based on the algorithm Monte Carlo Tree Search (MCTS), which defeated the former Alpha-Beta based chess AI champion Stockfish. LÄS MER
4. A comparison of two tree-search based algorithms for playing 3-dimensional Connect Four
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : This thesis aims to investigate general game-playing by conducting a comparison between the well-known methods Alpha-beta Pruning and Monte Carlo Tree Search in a new context, namely a three-dimensional version of the game Connect Four. The methods are compared by conducting a tournament with instances of both methods at varying levels of allowed search extent and measuring the performance as a function of the average thinking time taken per move. LÄS MER
5. Hur presterar ett artificiellt neuralt nätverk gentemot sökalgoritmen alpha-beta pruning i spelet Othello? : Jämförelse av ANN system och ABP system på spelet Othello
Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologiSammanfattning : Deterministiska turbaserad tvåspelarspel är ett område som används inom AI forskning för att jämföra AI system. Detta arbete fokuserar på att jämföra teknikerna artificiell neuralt nätverk och alpha-beta pruning i spelet othello. Arbetet undersökte hur dessa tekniker presterar i relation till beräkningstiden. LÄS MER