共查询到18条相似文献,搜索用时 171 毫秒
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棋类游戏是博弈的规则和思想的完美体现,很多算法技术都可以运用在棋类游戏中。五子棋相比其他棋类,规则更简单易学,适合用于博弈算法的研究。一个五子棋博弈平台的搭建,有利于不同博弈算法之间的比较研究以及改进。该文首先介绍了五子棋博弈平台的设计。该平台是包括一个服务器和两个客户端的三层C/S架构平台,主要用于五子棋博弈算法之间的对弈。其次,该文以遗传算法及搜索树算法的对弈为例,展示了该平台的应用。 相似文献
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针对人工智能类课程博弈算法理论性太强、算法较复杂和抽象等问题,设计并实现功能较为完整、用户界面友好的棋类博弈教学辅助平台,平台允许用户上传编写好的博弈程序,实现博弈程序间对弈、人与博弈程序对弈以及人人对弈。本文阐述了棋类博弈教学辅助平台的总体设计、主要功能模块以及搭建平台采用的核心技术。棋类博弈教学平台的设计有益于培养学生依据所学理论知识来解决实际问题的能力,促进学生对计算机博弈程序和人工智能方法的不断探索改进,以达到更好的教学效果。本文进一步评估了棋类博弈平台在人工智能课程的实际使用情况与实践效果。 相似文献
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张利群 《计算机工程与应用》2016,52(7):62-66
针对苏拉卡尔塔棋“机-机”博弈需要人工参与的弊端,提出了构建苏拉卡尔塔棋计算机网络博弈平台的必要性,通过博弈平台实现自动对弈,而构建计算机博弈平台的核心技术之一就是吃子算法的实现。介绍了苏拉卡尔塔棋的三个要素,给出了一种用于计算机博弈平台的苏拉卡尔塔棋的存储结构。使用这种结构,给出了棋局的表示方法,建立了吃子循环队列,进而完成了适合于计算机博弈平台的吃子算法,实现了棋规。实验结果表明,这种存储结构高效可靠,吃子算法运行正确。该吃子算法可以应用于苏拉卡尔塔棋博弈平台的构建,并且这种存储结构和吃子算法对设计完成其他棋类的计算机博弈平台具有一定的参考价值。 相似文献
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周文敏李淑琴 《数字社区&智能家居》2014,(5):1027-1031
近些年来,爱恩斯坦棋作为一个在中国刚刚兴起不久的棋类游戏,其计算机博弈算法的研究还相对较少。该文尝试使用静态算法来让程序做出一个相对有利于我方的走棋路线,也着力实现一个基于枚举和静态分析策略的静态算法,并且提供一个参考的局面评估算法。经过大量模拟实验证明,该算法具有一定的有效性和实用性。 相似文献
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丁锦钰 《电子制作.电脑维护与应用》2019,(4)
目前国际象棋、围棋、五子棋等棋类游戏均已取得较为显著的成果,而10×10棋盘的西洋跳棋尚待破解。局面评估是计算机博弈系统智能化的重要影响因素之一,现有的西洋跳棋多采用静态估值和遗传算法等棋局评估方法,准确性和训练效率均有待改善。对此,本文总结和分析了现有的西洋跳棋评估算法,并在此基础上提出了基于神经网络和强化学习相结合的西洋跳棋评估算法,使西洋跳棋具有更好的自适应学习能力。通过分析表明,使用该算法的西洋跳棋博弈系统可以有效提高其计算机博弈水平。 相似文献
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This paper proposes a Ludo game-based strategy to enhance the ability of swarm algorithms to solve numerous global optimization problems. The proposed strategy simulates the rules of playing the game Ludo using two or four players to perform the update process for different swarm intelligent behaviors. The proposed approach is named the Ludo Game-based Swarm Intelligence (LGSI) Algorithm. The LGSI algorithm uses the concepts of two and four players to enhance the exploration and exploitation of the optimization methods. In the proposed LGSI, a player is represented by a swarm algorithm, for example, in the two-player concept; Moth Flame Optimization (MFO) and the Grasshopper Optimization Algorithm (GOA) are selected, while in the four-player version, two other algorithms, the Sine Cosine Algorithm (SCA) and Gray Wolf Optimization (GWO), are added. In the proposed LGSI algorithm, the functional behaviors of all the used algorithms are different; also, there is no similarity among algorithmic behaviors except for convergence towards the global optimum, which is a common interest for all. However, the other algorithms share the same platform with this strategy, so in this case, competitive behavior may not be underestimated. The proposed LGSI algorithm shares positions among all the algorithms used during the search for the optimal solution. The performance of the LGSI algorithm is tested on a set of CEC2005 benchmark problems and engineering problems and is compared with the original versions of the utilized algorithms and a variety of other state-of-the-art algorithms. The experimental results show that the LGSI algorithm can provide promising and competitive results. 相似文献
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Chyi-Yeu Lin Chang-Kuo Tseng Po-Chia Jo 《Journal of Intelligent and Robotic Systems》2008,53(4):299-330
This paper presents a multi-functional autonomous intelligent robot, DOC-1, which has actions exclusively driven by artificial
intelligence programs. The mechanism of this robot was designed to fulfill tasks defined by various functions such as gripping
character cubes and teacups, playing the Gobang board game, and rotating and stacking character cubes. Further emphasis was
placed on load lifting capability, weight reduction, energy conservation, and performance reliability. The serial port of
a minicomputer is used as the communication interface between the software and electromechanical components. A custom-made
chip serves as the control kernel that controls the motions of servo motors that move the arms and head of the robot, two
DC motors which drive the wheels, and also a number of lights. With the integrated artificial intelligence software and the
robot control system, this intelligent robot DOC-1 can perform a number of autonomous functions that make it interactive with
human beings. 相似文献
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T.-P. Hong K.-Y. Huang W.-Y. Lin 《Soft Computing - A Fusion of Foundations, Methodologies and Applications》2002,6(3-4):277-283
Computer game playing is an important artificial intelligence research field in that the results can usually be applied to
other related fields. One of the key computer-game-playing issues is designing effective search algorithms. Traditional search
algorithms incur great temporal and spatial complexities when exploring deeply into search trees to find good next moves.
Searches are thus usually not deep enough to derive good playing strategies. In this paper, we focus on one-player game search
trees, and propose a genetic-algorithm-based approach to enhancing the speed and accuracy of game tree searches. Experiments
show that our algorithm can improve solution accuracy and search speed. 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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随着嵌入式技术及游戏软件的发展,手机游戏业也进入了一个新的移动游戏时代。好多大学设置了嵌入式游戏设计课程,五子棋游戏设计是在嵌入式系统环境下,使用标准C语言编程实现五子棋游戏。游戏中包含双人对战下棋功能、人机对战下棋功能、存盘读取记录功能、悔棋功能、记录下棋步数功能、判断胜负功能等。对培养适应社会需求的嵌入式技术人才有着重要意义。 相似文献
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大作业的设置对学生深入理解课程内容,提高求解问题的能力具有很大的帮助。文章在笔者多年从事人工智能教学的基础上,探讨人工智能导论课的大作业设置问题,提出大作业应具备的基本条件,说明选择四子棋作为大作业的理由,给出四子棋大作业的评分规则,并对学生的大作业总体情况进行分析,验证选择四子棋作为大作业题目的合理性。 相似文献