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Selection of Suitable Evaluation Function Based on Win/Draw Parameter in Othello

机译:在Othello中基于Win / Draw参数选择合适的评估函数

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Computer games have made their presence vocal by making themselves present in the homes and industry. Games have emerged to provide a simulated experience of the outdoor games with ease and customization. Another class of games come into play when the indoor games are played without any physical opponent. In such case computer itself takes the responsibility of being an opponent and tests the human intelligence. Board games are especially very popular to be played on computer with computer as an opponent. This paper discusses on of the board games: Othello. The game of Othello has proved its prominence by being an active research area since long time now and has been successful to grab extensive focus of researchers, knowledge engineers and game developers. Othello is not as simple as Checkers and not as complex as Chess: both in its execution time and complexity, therefore it is an appropriate choice to be considered as a benchmark in the games development. Finding a better evaluation function to implement Othello has been an open question of research since long. In this paper we have compared different available strategies at length. Extensive experimentation (approaching to 144,000 experiments collectively) has been done to measure the effectiveness of each evaluation function. After thorough experimentation it is proved that Multi Layer Perceptron Neural Network (MLPNN) is the best strategy among available with respect to its win/draw comparisons. As winning a game in slightly more time is considered to be effective instead of losing it quickly.
机译:电脑游戏通过使自己出现在家庭和行业中而发出声音。游戏应运而生,可以轻松,自定义地提供户外游戏的模拟体验。当室内游戏在没有任何物理对手的情况下进行时,另一类游戏开始发挥作用。在这种情况下,计算机本身承担着作为对手的责任并测试人类的智力。棋盘游戏在将计算机作为对手的计算机上玩时特别受欢迎。本文讨论棋盘游戏:《奥赛罗》。长期以来,奥赛罗游戏一直是活跃的研究领域,从而证明了它的卓越性,并成功地吸引了研究人员,知识工程师和游戏开发人员的广泛关注。 Othello不像Checkers那样简单,也不像Chess那么复杂:在执行时间和复杂性上,因此,它被认为是游戏开发的基准是一个适当的选择。长期以来,寻找更好的评估功能来实施Othello一直是研究的开放性问题。在本文中,我们详细比较了不同的可用策略。为了衡量每个评估功能的有效性,已经进行了广泛的实验(总共进行了144,000个实验)。经过充分的实验,证明多层感知器神经网络(MLPNN)是其获胜/平局比较中最好的策略。由于赢得更多时间的比赛是有效的,而不是很快输掉比赛。

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