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Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

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Summary<br />

This project concerns the development of several artificial intelligences to the<br />

board game <strong>Taiji</strong>. <strong>Taiji</strong> is a fully observable abstract strategic game where two<br />

opponents each will try to score the most points by forming a larger figure on<br />

the board than the opponent’s figure.<br />

<strong>Taiji</strong> is a relatively new game released in the year 2007 and therefore there<br />

has not yet been developed an effective artificial intelligence (AI) for the game.<br />

The game’s designer, Néstor Romeral Andrés, has developed a simple AI for the<br />

game, but it requires great computing power at the high difficulty levels without<br />

even necessarily defeating a human opponent.<br />

The project aims to develop an effective AI to <strong>Taiji</strong>. In the first phase is implemented<br />

a classical AI-based search in a Minimax game tree. This involves,<br />

among other, construction of an appropriate heuristics for the game. The next<br />

stage is to examine further opportunities for improvement and development of<br />

more advanced AI’er. This includes, inter alia, an upgrade from game tree to<br />

game graph. Game tree gives as the name indicates only the opportunity to<br />

follow structure of the path, while the game graph allows move across structure<br />

of the path and thus is considerably more comprehensive.<br />

The project also includes an analysis of the game’s complexity and a score<br />

of winning strategies for different board sizes.<br />

The physical implementation of the game and the artificial intelligences have<br />

been made in Java.

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