Look for it on Wikipedia and you'll see a lot of rather decent material. The actual name of such tree traversal algorithms is the 'Minimax' algorithm. You can add in a pre-computed early game and end-game to speed up those scenarios and then rely on a well-optimized tree-traversal heuristic for the mid game. ![]() Obviously you don't want to visit all the nodes in the tree - that would be a lot of work! Hesoolver 256 inches. The aim of competitors is to program a computer artificial intelligence (AI) playing the gomoku game (also called Five in a Row, Connect 5 or Gobang) as good as possible. Gomocup is the tournament of artificial intelligence playing gomoku. ![]() A 'good' state is usually measured by an evaluation function that uses some clever heuristics. Then, traverse the tree in some clever way to find what looks like a 'good' state. In this way a tree is built with the root board being an empty node. That is, each board state forms a node in a graph, and a directed edge is placed between each node and states that can be resulted by a single move. ![]() The traditional and rather effective strategy for writing AI for such games is the typical tree search strategy.
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