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五道棋计算机博弈程序的设计与实现 总被引:2,自引:1,他引:1
针对民间五道棋博弈游戏,设计并实现五道棋计算机博弈程序。介绍程序的功能、设计目标,给出程序中关键问题的处理方法和软件实现方法。经实际应用证明,五道棋计算机博弈程序运行速度快、稳定可靠。该博弈程序的设计与实现对完成其他民间棋类的计算机博弈程序具有一定的参考价值。 相似文献
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A fuzzy approach to strategic games 总被引:2,自引:0,他引:2
A game is a decision-making situation with many players, each having objectives that conflict with each other. The players involved in the game usually make their decisions under conditions of risk or uncertainty. In the paper, a fuzzy approach is proposed to solve the strategic game problem in which the pure strategy set for each player is already defined. Based on the concepts of fuzzy set theory, the approach uses a multicriteria decision-making method to obtain the optimal strategy in the game, a method which shows more advantages than the classical game methods. Moreover, with this approach, some useful conclusions are reached concerning the famous “prisoner's dilemma” problem in game theory 相似文献
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Meimei Xia 《国际通用系统杂志》2018,47(3):278-293
Fuzzy game theory has been applied in many decision-making problems. The matrix game with interval-valued intuitionistic fuzzy numbers (IVIFNs) is investigated based on Archimedean t-conorm and t-norm. The existing matrix games with IVIFNs are all based on Algebraic t-conorm and t-norm, which are special cases of Archimedean t-conorm and t-norm. In this paper, the intuitionistic fuzzy aggregation operators based on Archimedean t-conorm and t-norm are employed to aggregate the payoffs of players. To derive the solution of the matrix game with IVIFNs, several mathematical programming models are developed based on Archimedean t-conorm and t-norm. The proposed models can be transformed into a pair of primal–dual linear programming models, based on which, the solution of the matrix game with IVIFNs is obtained. It is proved that the theorems being valid in the exiting matrix game with IVIFNs are still true when the general aggregation operator is used in the proposed matrix game with IVIFNs. The proposed method is an extension of the existing ones and can provide more choices for players. An example is given to illustrate the validity and the applicability of the proposed method. 相似文献
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When we design the computer games, new concepts are hard to communicate because the development of the new computer games is far less formalized compared with other software. However, the creative processing additionally has the benefit if the new concepts of the computer games are widely used and discussed. We focus on understanding the ideas to be shared between the game designer and the game programmer in the game design. The research defines a graph-based representation of game scenarios is in terms of Event graph, State graph, and Action graph forms in order to minimize anomalies of game flow design. This method in our research can reduce unexpected and undesirable game situations. Also it reduces the mismatched information between the game designer and the game programmer in game-playing. Compared with the existing method such as storyboard, flowchart, and SSM, we demonstrate the viability of our game design methodology. 相似文献
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智能博弈对抗一直是人工智能研究的热点。在博弈对抗环境中,通过对对手进行建模,可以推测敌对智能体动作、目标、策略等相关属性,为博弈策略制定提供关键信息。对手建模方法在竞技类游戏和作战仿真推演等领域的应用前景广阔,博弈策略的制定必须以博弈各方的行动策略为前提,因此建立一个准确的对手行为模型对于预测其意图尤其重要。从内涵、方法、应用三个方面,阐述了对手建模的必要性,对现有建模方式进行了分类;对基于强化学习的预测方法、基于心智理论的推理方法和基于贝叶斯的优化方法进行了梳理与总结;以序贯博弈(德州扑克)、即时策略博弈(星际争霸)和元博弈为典型应用场景,分析了智能博弈对抗过程中的对手建模的作用;从有限理性、策略欺骗性和可解释性三个方面进行了对手建模技术发展的展望。 相似文献
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Jian-liang Zhang Dong-lian Qi Miao Yu 《International Journal of Control, Automation and Systems》2014,12(4):749-758
This paper presents a new game theory based method to control multi-agent systems under directed and time varying interaction topology. First, the sensing/communication matrix is introduced to cope with information sharing among agents, and to provide the minimal information requirement which ensures the system level objective is desirable. Second, different from traditional methods of controlling multi-agent systems, non-cooperative games are investigated to enforce agents to make rational decisions. And a new game model, termed stochastic weakly acyclic game, is developed to capture the optimal solution to the distributed optimization problem for multi-agent systems with directed topology. It is worth noting that the system level objective can be achieved at the points of the corresponding equilibriums of the new game model. The proposed method is illustrated with an example in smart grid where multiple distributed generators are controlled to reach the fair power utilization profile in the game formulation to ensure the aggregated power output are optimal. 相似文献
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The conventional game theory is concerned with how rational individuals make decisions when they are faced with known payoffs. In the real world, sometimes the payoffs are not known and have to be estimated, and sometimes the payoffs are only approximately known. This paper develops a solution method for the two-person zero-sum game where the payoffs are imprecise and are represented by interval data. Since the payoffs are imprecise, the value of the game should be imprecise as well. A pair of two-level mathematical programs is formulated to obtain the upper bound and lower bound of the value of the game. Based on the duality theorem and by applying a variable substitution technique, the pair of two-level mathematical programs is transformed to a pair of ordinary one-level linear programs. Solving the pair of linear programs produces the interval of the value of the game. It is shown that the two players in the game have the same upper bound and lower bound for the value of the imprecise game. An example illustrates the whole idea and sheds some light on imprecise game. 相似文献
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Neng-Gang Xie Rui Meng Ye Ye Lu Wang Yu-Wan Cen 《Structural and Multidisciplinary Optimization》2013,47(2):207-220
Through research and bionics of biology survival mode, game players with competition, cooperation and self-adaptation capacity are introduced in the multi-objective design. The dynamic behavior and bounded rationality in game processes for players are considered according to Chinese saying “In success, commit oneself to the welfare of the society; in distress, maintain one’s own integrity”. An evolution rule, Poor-Competition-Rich-Cooperation (short for PCRC), is proposed. Then, the corresponding payoff functions of competition and cooperation behavior are established and a multi-objective design method based on evolution game is proposed. The calculation steps are as follows: 1) Taking the design objectives as different game players, and calculating factors of the design variables to objective and fuzzy clustering. The design variables are divided into multiple strategy subsets owned by each game player. 2) According to the evolution rule, each player determines its behavior and payoff function in this game round. 3) In their own strategy subsets, each game player takes their payoff as mono-objective for optimization. It gives the best strategy upon other players. And so the best strategies of all players conform the group strategy in this round. The final equilibrium solution is obtained through multi-round game based on convergence criterion. The validity and reliability of this method are shown by the results of an example of a tri-objective optimization design of passive suspension parameters. 相似文献
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机器博弈被认为是人工智能领域最具挑战性的研究方向之一。中国象棋计算机博弈的难度绝不亚于国际象棋,但是涉足学者太少,具有自学习能力的就更少了。介绍了中国象棋人机对弈原理,给出了近年来几类典型的评估函数学习方法及其原理,通过比较得出了最适合中国象棋使用的学习方法。分析了这些方法尚存在的问题,并提出了未来研究方向。 相似文献
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机器博弈被认为是人工智能领域最具挑战性的研究方向之一。中国象棋计算机博弈的难度绝不亚于国际象棋,但是涉足学者太少,具有自学习能力的就更少了。介绍了中国象棋人机对弈原理,给出了近年来几类典型的评估函数自学习方法及其原理,通过比较得出了最适合中国象棋使用的学习方法。分析了这些方法尚存在的问题,并提出了未来的研究方向。 相似文献
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宋骁健 《计算机应用与软件》2012,(1):253-256,275
全局游戏策略GGP(General Game Playing)旨在开发一种没有游戏经验支撑下能够精通各类游戏的人工智能。在原有强化学习算法研究的基础上,提出一种基于经验的简化学习方法,通过对游戏状态的筛选和游戏经验的归纳,从而降低决策对经验数量的需求,提高决策效率,并能达到指定胜利、平局或失败的游戏目标。通过在三种不同的游戏规则下与玩家进行游戏比赛实验表明,该学习方法能有效地达到预期结果。 相似文献
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J. S. Rappoport 《Cybernetics and Systems Analysis》2018,54(5):779-795
The method of resolving functions is investigated as applied to game problems of control with integral constraints. A scheme of the method is proposed that ensures the end of a game within a definite guaranteed time in the class of stroboscopic strategies. The results of comparison of the guaranteed times of this scheme of the resolving-functions method with those of the first direct Pontryagin method for integral constraints are shown. 相似文献
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演化博弈是自然和社会系统中一种常见的互动类型,探知演化博弈网络的拓扑结构是理解其功能和集体行为的基础。对于演化博弈网络,个体的博弈行为通常难以用动力学方程进行描述,而且相关的时序信息一般数量有限并且是离散的,因此在有限的个体博弈信息下重构网络的结构有着重要的研究意义。本文基于稀疏贝叶斯学习方法进一步发展了演化博弈网络的重构方法,通过在随机网络和小世界网络上的数值模拟验证该方法的有效性。与先前的基于L1范数的方法相比,该方法同样能够在较少的个体博弈信息下实现网络的重构,并且具有更高的重构效率和更强的噪声鲁棒性。 相似文献
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Jingliang Sun 《International journal of control》2013,86(12):2917-2927
In this paper, a novel decentralised differential game strategy for large-scale nonlinear systems with matched interconnections is developed by using adaptive dynamic programming technique. First, the Nash-equilibrium solutions of the corresponding isolated differential game subsystems are found by appropriately redefining the associated cost functions accounting for the bounds of interconnections. Then, the decentralised differential game strategy is established by integrating all the modified Nash-equilibrium solutions of the isolated subsystems to stabilise the overall system. Next, the solutions of Hamilton–Jacobi–Isaaci equations are approximated online by constructing a set of critic neural networks with adaptation law of weights. The stability analysis of each subsystem is provided to show that all the signals in the closed-loop system are guaranteed to be bounded by utilising Lyapunov method. Finally, the effectiveness of the proposed decentralised differential game method is illustrated by a simple example. 相似文献
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