极大极小跳棋游戏GUI: AI应用的基础

Elmer Escandón, Joseph Campion
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引用次数: 3

摘要

本文介绍了一个使用人工智能(AI)来玩跳棋的应用程序。该程序应用程序具有MATLAB图形用户界面(GUI),并配备了极大极小算法。事实证明,人工智能在跳棋游戏中战胜了Ingeniería y Tecnología大学(UTEC)的普通学生。这个项目的重要性在于为研究和实现人工智能提供了第一步,这些人工智能可以用于制造和项目规划中的机器人等应用。该项目完成了创建AI GUI的目标,该GUI可以与UTEC学生下跳棋。正如所料,AI的成功取决于极大极小树的深度。AI在使用3级和4级树深度时与UTEC的学生进行斗争;然而,事实证明,人工智能在树深5和树深6处战胜了UTEC的学生。为跳棋AI选择的最佳关卡最终是5个深度关卡,因为对于6个或更多关卡来说,最小最大值评估的时间对于流畅的人类游戏玩法来说太迟了。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Minimax Checkers Playing GUI: A Foundation for AI Applications
This paper presents an application that uses artificial intelligence (AI) to play checkers. The program application has a MATLAB graphical user interface (GUI) and is equipped with a minimax algorithm. The AI has proven to be successful against the average student at the Universidad de Ingeniería y Tecnología (UTEC) in a game of checkers. The importance of this project resides in providing the first steps at research and implementation of artificial intelligence that could be used in applications such as robotics in manufacturing and project planning. The project accomplished the objectives of creating an AI GUI that could play checkers against UTEC students. As was expected, success of the AI depended on the depth of the minimax tree. The AI struggled against UTEC students while using tree depths of three and four levels; however, the AI proved successful against UTEC students at tree depths of five and six. The optimal level chosen for the checkers AI eventually was five levels of depth because for six or more levels, the time of minimax evaluation delayed too much for fluid human game play.
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