基于极大极小算法的Surakarta棋盘游戏AI机器人开发

Radisa H. Rachmadi, Rainamira Azzahra, Rayhan A. Darmawan, P. A. Nigo, N. N. Qomariyah
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引用次数: 0

摘要

泗水棋盘游戏是一种传统的印尼棋盘游戏,已经被全世界遗忘,尤其是在它的发源地印度尼西亚。这款游戏仍处于早期开发阶段,尽管这款游戏已经在1970年由Sid Sackson出版了一本书。因此,我们想为这款游戏创造一个AI,以提高人们对这款美丽的印尼棋盘游戏的认识。因此,我们能够开发并创造一个简单的Surakarta棋盘游戏AI玩家执行Minimax算法。极大极小是一种众所周知的决策和博弈论技术,用于寻找玩家的最佳移动,假设对手也采取最佳移动。此外,在本文中,我们调查了我们开发的AI玩家的表现,包括获胜的机会和每场游戏所花费的时间。我们通过与随机玩家对抗AI进行了一些实验。通过开发这个游戏,我们将能够帮助印尼文化的生存。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing AI Bots with Minimax Algorithm for Surakarta Board Game
Surakarta Board Game is a traditional Indonesian board game that has been forgotten all over the world, especially in Indonesia where it originally came from. This game is still in its early stages of development, even though this game has been published through a book by Sid Sackson since 1970. Due to this we wanted to create an AI for this game in order to raise awareness of this beautiful Indonesian board game. Therefore, we were able to develop and create a simple Surakarta Board Game AI player implementing the Minimax algorithm. Minimax is a well-known decision-making and game-theory technique for finding the best move for a player, given that the opponent likewise plays optimally. Additionally, in this paper, we investigated the performance of our developed AI player including the chance of winning and the time taken for each game. Several experiments were carried out by opposing AI with a random player. Through developing this game, we will be able to help the survival of Indonesian culture.
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