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219 Uppsatser om Minimax algorithm - Sida 1 av 15

Utveckling av minimax-baserad agent för strategispelet Stratego

Stratego is a boardgame not very different from chess, that contains hidden information. Because of this, existing programs play at beginner level. The purpose of this thesis is to adjust a Minimax algorithm so that it passes the demands of Stratego, and then build a Stratego agent around it. Tests with existing Minimax algorithms leads to the development p-e-minimax. This algorithm uses two different values in its nodes to simulate the different information available to the agent and its opponent.

AI TILL BRÄDSPEL : En jämförelse mellan två olika sökalgoritmer vid implementation av AI tillbrädspelet Pentago.

I det här arbetet undersöks och jämförs två olika sökalgoritmer när de används för implementation av AI-spelare till brädspelet Pentago. De två algoritmerna som användes var alfa-betabeskärning och en nyare algoritm som kombinerar genetiska algoritmer och minimax, kallad genetisk minimax. Utvärderingen av resultaten visar att alfa-betabeskärning passar bättre vid implementation av en AI till Pentago än genetisk minimax. Alfa-betabeskärning med ytterligare optimeringar har potential att lämpa sig väldigt väl för implementation av spelare till Pentago. Ytterligare visar resultaten att genetisk minimax inte är en passande algoritm för AI till Pentago.

Optimal Yatzy : Kan den optimala algoritmen optimeras?

Yahtzee is a game based on luck. Yet there are algorithms designed to give an optimal result and succeeds in doing so. This report compares the end result of an optimal algorithm to an algorithm that has been modified for the multiplayer scenario. The modified algorithm tries to win over the optimal algorithm through taking greater risks in its decisions when falling behind in points. The results show that it is not favorable to do so.

En studie om styrkor och svagheter hos sudokulösande algoritmer

Sudoku is a popular game of logic in the form of a puzzle. Sudoku puzzles are printed daily in Swedish newspapers. The challenge of solving these puzzles have inspired many programmers to develop Sudokusolving algorithms. These algorithms use different approaches in order to quickly and efficiently solve the puzzles. One such approach is the use of logical strategies initially developed for human players.

Implementering av 1D-DCT

IDCT (Inverse Discrete Cosine Transform) is a common algorithm being used with image and sound decompression. The algorithm is a Fourier related transform which can occur in many different types like, one-dimensional, two-dimensional, three-dimensional and many more.The goal with this thesis is to create a fast and low effect version of two-dimensional IDCT algorithm, where techniques as multiple-constant multiplication and subexpression sharing plus bit-serial and bit-parallel arithmetic are used.The result is a hardware implementation with power consumption at 19,56 mW..

En topologisk representation av en polygon;det rakkantiga skelettet

The aim of this thesis project is to produce an algorithm for finding a topologicalrepresentation of a polygon, called a straight skeleton, using floating pointarithmetic. Various straight skeleton algorithms are examined and discussed witha focus on time complexity and one is chosen for implementation. This implementationis then compared with the open source library CGAL with regards torunning time. The result is an algorithm which is based on an algorithm by Felkeland Obdrzalek and which, for polygons with more than five thousand vertices andthree significant digits representing points, runs around 25% faster than CGALsimplementation. Complications regarding the use of floating-point arithmetic arealso discussed..

Pseudoslumptalsgenerering : En studie av pseudoslumpsalgoritmer i allmänhet med fokus på C++11-biblioteketRandom samt implementation av en modifierad XORShift

Randomness is a complex area of computer science, where only pseudo random numbers are possible to generate algorithmically.This report presents established algorithms for random number generation by conducting a basic study of relevant literature, while testing distribution and speed of the algorithms contained within the C++11 Random library. The results are compared to the algorithm XORShift and a modified version of it. The study shows that the modified algorithm passes all tests in Small Crush, andthat the run time is shorter than for those in the Random library. The conclusion is that it is possible to, with simple means, modify an algorithm to outperform the algorithms of the C++11 Random library..

Schemaläggning av hissar vid prioritetsanrop : En studie i hantering av prioritetsanrop av hissar på svenska sjukhus vilka styrs av Nearest Car Algorithm

In our modern society, time is important. Technology is used in countless ways to faster get us from one point to another. The purpose of this report is to inquire whether there is a way to implement an option for personnel at Swedish hospitals to claim priority on an elevator call, and to do this in an efficient way. An ordinary elevator system has been simulated with an implementation of textit{Nearest Car algorithm}, an algorithm which calculates the most suitable elevator car to serve a specific call considering the distance between the call floor and the car and the direction. Along with this algorithm, different ways to handle priority calls has been implemented to see how they affect the mean transport time for both passengers with priority and regular passengers in the elevator.

Värdeflödesanalys av en produktionsverkstad

This thesis processes the work of developing CPU code and GPU code for Thomas Kaijsers algorithm for calculating the kantorovich distance and the performance between the two is compared. Initially there is a rundown of the algorithm which calculates the kantorovich distance between two images. Thereafter we go through the CPU implementation followed by GPGPU written in CUDA. Then the results are presented. Lastly, an analysis about the results and a discussion with possible improvements is presented for possible future applications..

Hållbar kapselåtervinningslösning

This thesis processes the work of developing CPU code and GPU code for Thomas Kaijsers algorithm for calculating the kantorovich distance and the performance between the two is compared. Initially there is a rundown of the algorithm which calculates the kantorovich distance between two images. Thereafter we go through the CPU implementation followed by GPGPU written in CUDA. Then the results are presented. Lastly, an analysis about the results and a discussion with possible improvements is presented for possible future applications..

Vattenkyld LED-armatur för växthus

This thesis processes the work of developing CPU code and GPU code for Thomas Kaijsers algorithm for calculating the kantorovich distance and the performance between the two is compared. Initially there is a rundown of the algorithm which calculates the kantorovich distance between two images. Thereafter we go through the CPU implementation followed by GPGPU written in CUDA. Then the results are presented. Lastly, an analysis about the results and a discussion with possible improvements is presented for possible future applications..

Mullfilter för avloppsrening ?metodik för funktionssäkring vintertid

This thesis processes the work of developing CPU code and GPU code for Thomas Kaijsers algorithm for calculating the kantorovich distance and the performance between the two is compared. Initially there is a rundown of the algorithm which calculates the kantorovich distance between two images. Thereafter we go through the CPU implementation followed by GPGPU written in CUDA. Then the results are presented. Lastly, an analysis about the results and a discussion with possible improvements is presented for possible future applications..

Strategy and Project analyses- Introduce MacDonald?s in Bangladesh

This thesis processes the work of developing CPU code and GPU code for Thomas Kaijsers algorithm for calculating the kantorovich distance and the performance between the two is compared. Initially there is a rundown of the algorithm which calculates the kantorovich distance between two images. Thereafter we go through the CPU implementation followed by GPGPU written in CUDA. Then the results are presented. Lastly, an analysis about the results and a discussion with possible improvements is presented for possible future applications..

Analys Tarpex Ltd. organisation med logistikröret modell : En fallstudie på Tarpex

This thesis processes the work of developing CPU code and GPU code for Thomas Kaijsers algorithm for calculating the kantorovich distance and the performance between the two is compared. Initially there is a rundown of the algorithm which calculates the kantorovich distance between two images. Thereafter we go through the CPU implementation followed by GPGPU written in CUDA. Then the results are presented. Lastly, an analysis about the results and a discussion with possible improvements is presented for possible future applications..

Implementation av iterativ rastreringsmetod för färgbilder

This report describes the procedure in which we accomplished our task, which was to implement a present algorithm. This was made using C++. The algorithm is developed by Sasan Gooran, who is our examiner in this project. The algorithm uses an iterative method to produce the halftoned images. The reason for this project is to speed up the existing program which is made in Matlab.

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