How do I choose the best algorithm for a board game like checkers?
So far, I have considered only three algorithms, namely, minimax, alpha-beta pruning, and Monte Carlo tree search (MCTS). Apparently, both the alpha-beta pruning and MCTS are…
Currently, I'm doing a project that's about creating an AI to play the game Gomoku (it's like tic tac toe, but played on a 1515 board and requires 5 in a row to win). I have already successfully implemented a perfect tic tac toe AI using Q-learning…
I would like to ask whether MCTS is usually chosen when the branching factor for the states that we have available is large and not suitable for Minimax. Also, other than MCTS simluates actions, where Minimax actually 'brute-forces' all possible…
I understand the minimax algorithm, but I am unable to understand deeply the minimax algorithm with alpha-beta pruning, even after having looked up several sources (on the web) and having tried to read the algorithm and understand how it works.
Do…
I've been working on a game-playing engine for about half a year now, and it uses the well known algorithms. These include minimax with alpha-beta pruning, iterative deepening, transposition tables, etc.
I'm now looking for a way to include Monte…
I know that there are several optimizations for alpha-beta pruning. For example, I have come across iterative deepening, principal variation search, or quiescence search.
However, I am a little bit confused about the nature of these algorithms.
Are…
To provide a bit of context, I'm a software engineer & game enthusiast (card games, especially). The thing is I've always been interested in AI oriented to games. In college, I programmed my own Gomoku AI, so I'm a bit familiar with the basic…
I have implemented minimax with alpha-beta pruning to play checkers. As my value heuristic, I am using only the summation of material value on the board regardless of the position.
My main issue lays in actually finishing games. A search with depth…
I just read an article about the minimax algorithm. When you design the algorithm, you assume that your opponent is a perfect player, i.e. it plays optimally.
Let's consider the game of chess. What happens if the opponent plays irrationally or…
The Von Neumann's Minimax theorem gives the conditions that make the max-min inequality an equality.
I understand the max-min inequality, basically min(max(f))>=max(min(f)).
The Von Neumann's theorem states that, for the inequality to become an…
I've often heard MCTS grouped together with neural nets and machine learning. From what I gather, MCTS uses a refined intuition (from maching learning) to evaluate positions. This allows it to better guess which moves are worth playing out more.
But…
When we perform the tic-tac-toe game using adversarial search, I know how to make a tree. Is there a way to find the depth of the tree, and which level is the last level?
I'm making a Connect Four game using the typical minimax + alpha-beta pruning algorithms. I just implemented a Transposition Table, but my tests tell me the TT only helps 17% of the time. By this I mean that 17% of the positions my engine comes…
I have created a Gomoku (5 in a row) AI using Alpha-Beta Pruning. It makes moves on a not-so-stupid level. First, let me vaguely describe the evaluation function of the Alpha-Beta algorithm.
When it receives a board as an input, it first finds all…
For example, I am implementing AI for turn based game and have enough computational resources for build full game tree. My problem is the game can be infinite if both players will repeat moves and my minimax implementation stucks because game tree…